April 2, 2001

AGB Programming Manual Version 1.1

ã 1999 - 2001 of America Inc. AGB Programming Manual

“Confidential”

This document contains confidential and proprietary information of Nintendo and is also protected under the copyright laws of the United States and other countries. No part of this document may be released, distributed, transmitted or reproduced in any form or by any electronic or mechanical means, including information storage and retrieval systems, without permission in writing from Nintendo.

ã 1999 - 2001 Nintendo of America Inc.

TM and â are trademarks of Nintendo

©1999 - 2001 Nintendo of America Inc. 2 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Introduction

Introduction

2.9" WIDE TFT COLOR CHARACTER/BITMAP BG

PCM STEREO SOUND MULTIPLAY COMMUNICATION

COLOR GRAPHIC EFFECTS 32768 COLORS

COMPATIBLE FOR CGB 32BIT RISC CPU 16MHz

Game Boy Advanced (AGB) stresses portability and focuses on 2D rather than 3D image processing functions, resulting in a cutting-edge portable game device with revolutionary capabilities.

It provides window-like functions, rotation, scaling, a blending, and fade-in/fade-out features that can be combined to produce exactly the image representations desired.

Additionally, the bitmap image-rendering function, with its two modes (double buffering mode for rewriting full-screen images in real time and single buffering mode for stills), can be used to handle realistic images that are indistinguishable from actual photographs.

The 2.9-inch-wide reflective TFT color LCD screen provides a clear display with little afterimage.

In addition to Color compatible sound, AGB has a PCM stereo sound generator. Multiple tracks can be played simultaneously by overlapping them using the CPU. L and R buttons have been added to the Controller. The broader range of control provided also expands the breadth of game designs possible.

Although AGB uses a 32-bit RISC CPU whose computing performance and data processing capabilities far surpass those of , it consumes little power, allowing approximately 15 hours of continuous play. This is made possible by the inclusion of the various types of RAM on a single custom chip.

Furthermore, software for AGB can be developed using the C language, minimizing the cost of development equipment. This favorable development environment and the high level of freedom of the system configuration allow one to build a profound world of play in which anyone can become absorbed.

With its extremely high-performance computational and data processing capabilities as a foundation, AGB provides greater image and sound representation capabilities, making the pursuit of fun its essential aim.

The purpose of this high level of performance is to bring unique game ideas fully to life.

AGB is an innovation born from experience. While providing backwards compatibility with the enormous software resources available for the 100 million Game Boy units in use worldwide, it also breaks new ground for portable game devices.

©1999 - 2001 Nintendo of America Inc. 3 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Revision History

Revision History Version Date Description 0.3.6.2 12/21/1999 -Minor modification. ( Numbering for items: P81,P82,P149), (Reference to chapter removed) -Deleted 14.3 0.3.6.3 01/05/2000 -Minor modification. -Corrected BG Offset Registers diagrams -Corrected the diagrams of Registers for Setting the Direction Parameters of BG data. -Corrected diagram of the Sound 1 Duty Cycle. -Corrected the name of d05 bit for the DISPCNT Register. -Added the description of Bit map BG mode. -Corrected the SIO Timing Chart of Normal Serial Communication. -Changed the diagrams and descriptions of the Sound Control Registers. -Added the formula for calculating the number of OBJs that can be displayed on 1 line. 0.4.0 01/25/2000 -Changed specifications. *Changed CPU internal working RAM memory capacity, and created CPU external working RAM. *Changed the bit structures of DMA control registers. *Deleted Infrared Communication functions. *Created the interrupt IME register, and changed the bit structures of IE and IF registers. *Changed the number of colors that can be displayed to 32,768. *Changed the specifications of Normal Serial Communication (Bit width, communication speed) *Changed the specifications of Multi SIO Communication (UART system). *Changed the center coordinate of OBJ Rotation to dot boundary. *Added UART system communication function. 02/09/2000 -Added the Complete Block Diagram. 0.4.1 02/22/2000 -Modified the description of Direct Sounds, and corrected register 02/24/2000 R bit structure. 02/25/2000 -Added the PWM sampling cycle control function. -Changed the method to specify OBJ size. -Corrected misprints in the communication control register. 0.4.1.1 03/08/2000 -Added the description of ROM registration data. 03/10/2000 -Improved the description of interrupt and multiple interrupt process. 03/10/2000 -Improved the description of system call and multiple system call process. 0.4.1.2 04/06/2000 -Added the description of UART system communication.

©1999 - 2001 Nintendo of America Inc. 4 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Revision History

Version Date Description 0.4.1.3 05/08/2000 -Corrected [Sound 1 Usage Notes]. -In 1) Normal Communication of Communication Functions, mentioned not to use a cable. 05/16/2000 -Added the diagram of Multi Player AGB Game Link cable connection. 05/25/2000 -Changed the diagram in System-Allocated Area in Working RAM, and deleted “(Tentative)”. -Revised ROM registration data. -Corrected the description of internal shift clock of normal SIO control register. -Newly added the description of “AGB Game Link cable” in the chapter of Communication Functions. -Corrected Overview of Screen Sizes for Text BG Screens in “Rendering Functions”. 0.4.1.4 05/29/2000 -Added the description for the device type of ROM Registration Data. -Corrected “Fault Function” to ”Halt Function.” -Corrected the diagram of “AGB Game Link cable.” 0.4.1.5 06/01/2000 -Corrected the attributes of timer setting values register from W to R/W. -Added one sentence to 1) of 15.2.1. Normal Interrupt and 15.2.2. Multiple Interrupts respectively. -Emphasized the prohibition of use of cable for normal SIO communication. 0.4.1.6 06/26/2000 -Modified the connection diagram of the multi-play cable. -Added the transition diagram of the multi-play communication data. -Modified the description of "16-Bit Multi-play Communication". 0.4.1.7 08/10/2000 -Modified the description of an error flag for the multi=play control register. -Modified the description of a valid flag for all the DMA control registers. -Added the number of transfer when 0 is set for the DMA word count register. 0.4.1.8 10/16/2000 -Added cautions to the priority setting of OBJ. -Added a description and cautions to Sound 1,2,3, and 4. -Added the description to "Mapping of character data". -Revised the description in SIOCNT[d14] and [06] of UART communication register. -Revised the connection diagram of 16 bit multi-play communication. -Added a description to all sound operation modes of the sound control register. -Revised the itemized description of Chapter 10 "Sound".

©1999 - 2001 Nintendo of America Inc. 5 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Revision History

Version Date Description 1.0 12/01/2000 -Deleted the checksum of ROM registration data and revised the diagram. -Revised the diagram for "AGB Game Link Cable" in the "Communication Function". -Revised the number of DMG sold from tens of millions to a hundred million in the introduction of AGB. -Revised the hours you can play continuously from "about 20 hours" to "about 15 hours". -Revised the illustrations of the AGB hardware and the Multi Player AGB Game Link cable in the multi play communication diagram. -Added the description of the timing chart for normal SIO communication. -Added a caution in the DMA valid flag of all the DMA control registers. -Added a caution in the master start bit of the multi-play control register. -Revised the multi-play timing chart. -Revised the memory map for system reserve area in the work RAM. -Added a caution to "Communication Function". -Revised the first sentence in "UART Communication". Added "Relation between Data register, FIFO and Shift register". -Revised the expression of [Cautions] to a more specific expression [Cautions for ~~]. -Added a description of X coordinate and Y coordinate for OAM. Added the diagram to Y coordinate. -Revised the description of the pre-fetch buffer flag in the Game Pak memory wait control register. -Added cautions to the description of the input/output select flag in the R register of general communication. 1.01 2/01/2001 -Modified the description of pin 31 in the Game Pak bus. -Revised the cancel conditions for the Stop function in the power-down mode. -Added additional descriptions and cautions for the initialization flag of Sound 1. 1.02 2/13/2001 -Modified the description of "8-Bit/32-Bit Normal Communication Function" summary in "Communication" chapter. -Added a paragraph to "Selecting Communication Function" in "Communication" chapter. 1.04 3/1/2001 -Specified the method to control the OBJ display individually in the description of the double size flag and the rotation/scaling flag for OAM attribute 0. -Added the description of display synchronization DMA to DMA3. -Added the description of the DMA problem and how to avoid it at the end of the chapter on DMA. *Added the restrictions to the description of the repeat flag in DMA3. *Updated the timing chart and the cable connection diagram for the multi- play communication. *Revised the description of the normal serial communication cautions.

©1999 - 2001 Nintendo of America Inc. 6 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Revision History

1.1 4/2/2001 - Changed the picture in the AGB introduction in the beginning paragraph. - Added a caution regarding clearing of IME and IE in the chapter "Interrupt Control". - Added additional description of an error flag and ID flag for multi-play communication. - Added additional description of communication error flag of multi-play communication control register. - Modified the host side example in the description of JOY bus communication from NUS to DOL. Added DOL to the abbreviation in "Using This Manual". - Modified the SIO timing chart for normal serial communication. - Revised the number of colors from 256 to 32,768 in the description of Display Synchronization DMA of DMA3. - Modified the description of general purpose communication mode. - Revised the caution for normal serial communication. - Revised the caution for communication function. - Revised the summary of normal serial communication in the communication function chapter, and added additional description. - Added additional description in the caution for the selection of communication function in the communication function chapter. - Emphasized that unless general purpose communication mode, the cancellation condition SIO for System Call Stop will not work. - Changed LPU to LCD controller in system calls Halt and Stop. - Deleted the first item in Sound 3 Usage Note. - Changed the names of following registers according to header files provided by Nintendo. --Wait Control-- 204h WSCNT àà WAITCNT --Color Special Effects-- 050h BLDMOD àà BLDCNT 052h COLEV àà BLDALPHA 054h COLY àà BLDY --Sound Related-- 080h~ SGCNT0_(L H) àà SOUNDCNT_(L H) ** Combined multiple names 084h SGCNT1 àà SOUNDCNT_X 088h SG_BIAS àà SOUNDBIAS 060h~ SG10_(L H) àà SOUND1CNT_(L H) ** 064h SG11 àà SOUND1CNT_X 068h SG20 àà SOUND2CNT_L 06Ch SG21 àà SOUND2CNT_H

©1999 - 2001 Nintendo of America Inc. 7 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Revision History

074h SG31 à SOUND3CNT_X 078h SG40 à SOUND4CNT_L 07Ch SG41 à SOUND4CNT_H 090h~ SGWR(0-3)_L à WAVE_RAM(0-3)_L ** 092h~ SGWR(0-3)_H à WAVE_RAM(0-3)_H ** 0A0h~ SG_FIFOA_(L H) à FIFO_A_(L H) ** 0A4h~ SG_FIFOB_(L H) à FIFO_B_(L H) ** --DMA Related-- 0B0h~ DM(0-3)SAD_L à DMA(0-3)SAD_L ** 0B2h~ DM(0-3)SAD_H à DMA(0-3)SAD_H ** 0B4h~ DM(0-3)DAD_L à DMA(0-3)DAD_L ** 0B6h~ DM(0-3)DAD_H à DMA(0-3)DAD_H ** 0B8h~ DM(0-3)CNT_L à DMA(0-3)CNT_L ** 0Bah~ DM(0-3)CNT_H à DMA(0-3)CNT_H ** --Timer Related-- 100h~ TM(0-3)D à TM(0-3)CNT_L ** 102h~ TM(0-3)CNT à TM(0-3)CNT_H ** --Communication Related-- 134h R à RCNT 128h SCCNT_L à SIOCNT 12Ah SCCNT_H à SIODATA8 (Normal serial, UART communication) SIOMLT_SEND (Multi-play communication) 120h SCD0 à SIODATA32_L (Normal serial communication) SIOMULTI0 (Multi-play communication) 122h SCD1 à SIODATA32_H (Normal serial communication) SIOMULTI1 (Multi-play communication) 124h~ SCD(2 3) à SIOMULTI(2 3) ** 140h HS_CTRL à JOYCNT 158h JSTAT à JOYSTAT 150h~ JOYRE_(L H) à JOY_RECV_(L H) ** 154h~ JOYTR_(L H) à JOYTRANS_(L H) ** --Key Related-- 130h P1 à KEYINPUT 132h P1CNT à KEYCNT

©1999 - 2001 Nintendo of America Inc. 8 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Table of Contents

Table of Contents 1 AGB SYSTEM ...... 13 1.1 SYSTEM OVERVIEW ...... 13 2 SYSTEM CONFIGURATION...... 15 2.1 CPU BLOCK DIAGRAM ...... 15

2.2 COMPLETE BLOCK DIAGRAM ...... 16

2.3 MEMORY CONFIGURATION AND ACCESS WIDTH ...... 17

2.4 LITTLE-ENDIAN ...... 17 3 AGB MEMORY ...... 18 3.1 OVERALL MEMORY MAP ...... 18

3.2 MEMORY CONFIGURATION ...... 19 3.2.1 AGB Internal Memory ...... 19 3.2.2 Game Pak Memory ...... 20

3.3 GAME PAK MEMORY WAIT CONTROL ...... 21 3.3.1 Access Timing...... 23 3.3.2 Game Pak Bus ...... 24 4 LCD...... 25 4.1 LCD STATUS...... 26 4.1.1 V Counter...... 26 4.1.2 General LCD Status ...... 27 5 IMAGE SYSTEM...... 29 5.1 BG MODES ...... 31 5.1.1 Details of BG Modes ...... 31 5.1.2 VRAM Memory Map...... 32 6 RENDERING FUNCTIONS...... 33 6.1 CHARACTER MODE BG (BG MODES 0-2)...... 33 6.1.1 BG Control ...... 33 6.1.2 Mosaic Size ...... 39 6.1.3 VRAM Address Mapping of BG Data...... 40 6.1.4 Character Data Format ...... 42 6.1.5 BG Screen Data Format ...... 43 6.1.6 BG Screen Data Address Mapping for the LCD Screen...... 45 6.1.7 BG Rotation and Scaling Features ...... 49 6.1.8 BG Scrolling ...... 52

©1999 - 2001 Nintendo of America Inc. 9 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Table of Contents

6.2 BITMAP MODE BGS (BG MODES 3-5)...... 53 6.2.1 BG Control ...... 53 6.2.2 BG Rotation/Scaling...... 54 6.2.3 Pixel Data ...... 54 6.2.4 Pixel Data Address Mapping for the LCD Screen...... 55

6.3 OBJ (OBJECT)...... 58 6.3.1 OBJ Function Overview ...... 58 6.3.2 Character Data Mapping ...... 60 6.3.3 OAM...... 62 6.3.4 OBJ Rotation/Scaling Feature ...... 70

6.4 DISPLAY PRIORITY OF OBJ AND BG...... 72 7. COLOR PALETTES...... 73 7.1 COLOR PALETTE OVERVIEW ...... 73

7.2 COLOR PALETTE RAM ...... 74

7.3 COLOR DATA FORMAT...... 76 8 WINDOW FEATURE...... 77 8.1 WINDOW POSITION SETTING...... 77

8.2 WINDOW CONTROL ...... 78 9 COLOR SPECIAL EFFECTS...... 80 9.1 SELECTION OF COLOR SPECIAL EFFECTS ...... 80

9.2 COLOR SPECIAL EFFECTS PROCESSING...... 82 10 SOUND ...... 84 10.1 SOUND BLOCK DIAGRAM ...... 84

10.2 DIRECT SOUNDS A AND B...... 85

10.3 SOUND 1...... 87

10.4 SOUND 2...... 91

10.5 SOUND 3...... 93

10.6 SOUND 4...... 97

10.7 SOUND CONTROL...... 100

10.8 SOUND PWM CONTROL ...... 104 11 TIMER...... 106

©1999 - 2001 Nintendo of America Inc. 10 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Table of Contents

12 DMA TRANSFER ...... 108 12.1 DMA 0 ...... 109

12.2 DMA 1 AND 2...... 113 12.3 DMA 3 ...... 117 12.4 DMA 4 ...... 122 13 COMMUNICATION FUNCTIONS ...... 125 13.1 8-BIT/32-BIT NORMAL SERIAL COMMUNICATION ...... 128

13.2 16-BIT MULTI-PLAYER COMMUNICATION ...... 134

13.3 UART COMMUNICATION FUNCTIONS ...... 142

13.4 GENERAL PURPOSE COMMUNICATION...... 148

13.5 JOY BUS COMMUNICATION ...... 150

13.6 AGB GAME LINK CABLE...... 154 14 KEY INPUT ...... 155 14.1 KEY STATUS ...... 155

14.2 KEY INTERRUPT CONTROL...... 155 14.2.1 Interrupt Conditions...... 156 15 INTERRUPT CONTROL...... 157 15.1 SYSTEM-ALLOCATED AREA IN WORK RAM...... 159

15.2 INTERRUPT OPERATION...... 160 15.2.1 Normal Interrupt...... 160 15.2.2 Multiple Interrupts...... 161 16 POWER-DOWN FUNCTIONS ...... 163 16.1 STOP FUNCTION...... 163

16.2 HALT FUNCTION ...... 164 17 AGB SYSTEM CALLS ...... 165 17.1 SYSTEM CALL OPERATION...... 165 17.1.1 Normal Calls ...... 165 17.1.2 Multiple Calls ...... 167 18 ROM REGISTRATION DATA...... 170

©1999 - 2001 Nintendo of America Inc. 11 D.C.N. AGB-06-0001-002B4 AGB Programming Manual Using This Manual

Using This Manual

Important terms and symbols used in this manual are defined below.

1. Terms

The term “user” in this manual refers to the software developer, not to the general consumer.

Bit lengths in this manual are expressed as follows.

Bit Length Term Used 8 bits byte 16 bits half-word 32 bits word

2. Symbols

The attributes of bits used in bit operations are represented as follows.

Read/write bit Read-only bit Write-only bit A readable and writable bit. A bit that is readable but not A bit that is not readable but writable. is writable.

1 *

Fixed-value bit Unrestricted bit Not used Must be set to a Can be set to either 0 or 1. specified fixed value.

3. Abbreviations

Nintendo's game hardware is abbreviated as follows:

Ø DMG (Game Boy) Ø CGB (Game Boy Color) Ø AGB () Ø DOL (Nintendo GameCube)

©1999 - 2001 Nintendo of America Inc. 12 D.C.N. AGB-06-0001-002B4 AGB Programming Manual AGB System

1 AGB System

1.1 System Overview AGB is a portable game device that maintains downward compatibility with Game Boy Color (CGB) and provides higher performance. AGB’s 2.9-inch-wide reflective TFT color LCD and 32-bit RISC CPU enable production of games that match or surpass the Super Nintendo Entertainment System (Super NES) in performance.

AGB CPU 32-bit RISC CPU (ARM7TDMI)/16.78 MHz

Downward Compatibility with CGB Integral 8-bit CISC CPU for compatibility (However, it cannot operate at the same time as the AGB CPU.)

Memory System ROM 16 Kbytes (and 2 Kbytes for CGB System ROM) Working RAM 32 Kbytes + CPU External 256 Kbytes (2 wait) VRAM 96 Kbytes OAM 64 bits x 128 Palette RAM 16 bits x 512 (256 colors for OBJ ; 256 colors for BG) Game Pak Up to 32 MB: mask ROM or flash memory memory (&EEPROM) + Up to 512 Kbits: SRAM or flash memory

Display 240 x 160 x RGB dots 32,768 colors simultaneously displayable Special effects features (rotation/scaling, a blending, fade-in/fade-out, and mosaic) 4 image system modes

Operation Operating keys (A, B, L, R, START, SELECT, and Control Pad)

Sound 4 sounds (corresponding to CGB sounds) + 2 CPU direct sounds (PCM format)

Communication Serial communication (8 bit/32 bit, UART, Multi-player, General-purpose, JOY Bus)

©1999 - 2001 Nintendo of America Inc. 13 D.C.N. AGB-06-0001-002B4 AGB Programming Manual AGB System

Game Pak Like DMG and CGB, AGB is equipped with a 32-pin connector for Game Pak connection. When a Game Pak is inserted, AGB automatically detects its type and switches to either CGB or AGB mode.

The following Game Paks operate on the AGB system. 1. DMG Game Paks, DMG/CGB dual mode Game Paks, and CGB dedicated Game Paks 2. AGB dedicated Game Paks(Game Paks that only function with AGB)

©1999 - 2001 Nintendo of America Inc. 14 D.C.N. AGB-06-0001-002B4 AGB Programming Manual System Configuration

2 System Configuration

2.1 CPU Block Diagram

Game Pak CPU 16

Game Pak I/F

(Prefetch Buffer) VRAM_A ARM7TDMI (64KByte) CPU 32 (16.78MHz) 16

16 BG Processing Circuit INT R:16/32 32 Control W:16/32 R:8/16/32

W:8/16/32 16 16

ROM VRAM_B VRAM_C 32 (16KByte) (16KByte) (16KByte) R:8/16/32 16 16 WRAM 32 (32KByte) 16 R:8/16/32 W:8/16/32 OBJ Processing Circuit 32

EXT. WRAM 32 16(2 Wait) R:16/32 OAM (256KByte) W:16/32 (64bit x 128) R:8/16/32 W:8/16/32

DMAC 16 32 (4ch) R:8/16/32 W:8/16/32 32 Priority Evaluation Circuit

Timer R:16/32 32 W:16/32 (4ch) R:8/16/32 16 W:8/16/32 Bitmap Palette RAM Mode SIO 32 16 (16bit x 512) 16 R:8/16/32 R:16/32 W:8/16/32 W:16/32

SOUND(CGB 16 32 compatible + PWM) 32 Special Color Processing Circuit

KEY R:8/16/32 Control 32 W:8/16/32 RGB(5:5:5) 16

* "R:8/16/32" and "W:8/16/32" mean that you can access an area of 8bits/16bits/32bits when reading LCD Unit and writing, respectively.

©1999 - 2001 Nintendo of America Inc. 15 D.C.N. AGB-06-0001-002B4 AGB Programming Manual System Configuration

2.2 Complete Block Diagram

AGB Unit

LCD Module

-15V 2.5V 3.3V 5V 13.6V Regulator IC 2.9"Reflective TFT Color LCD

240 x 160 x RGB Dot 32,768 Colors Displayable DC-DC Converter and Regulator LCD Driver

LCD Driver LCD Driver LCD Driver Power Switch

CPU RGB CPU External WRAM AA Alkaline Battery 256KByte LCD Controller 16bit Bus 2wait VRAM AA Alkaline Battery External 98KByte AGB 32bit Unit 8/32bit SIO 16bit Bus CPU Core 6Pin-EXP General Purpose SIO ARM7TDMI Infrared Port Communi Communi- CPU Internal WRAM 3.3V/5V -cation cation Multi-SIO 32KByte Voltage Adaptor, UART 32bit Bus CGB 8bit Detection JOY CPU Core Circuit etc. AGB System ROM 16KByte CGB System ROM 32bit Bus 2KB Controller Peripheral Circuit L R (SOUND, DMA, TIMER, I/O, etc) Sound Sound A Volume Amp Prefetch Buffer B 16bit x 8 SELECT START

4.194MHz (System 16.78MHz) 3.3V(AGB) 5V(DMG/CGB)

Headphone Speaker Jack Game Pak Shape Detection Switch

General Purpose Bus Game Pak Power Switch Between AD Bus/ Gane Pak 3.3V(AGB)/5V(DMG/CGB)

General Purpose Bus Memory Space 64KByte Max. AD Bus Memory General Purpose Bus Space Memory Space 32MByte Max. 32KByte Max. Power 3.3V AGB Game Pak(AGB Only) Power 5V DMG/CGB Game Pak

©1999 - 2001 Nintendo of America Inc. 16 D.C.N. AGB-06-0001-002B4 AGB Programming Manual System Configuration

2.3 Memory Configuration and Access Width

DMA CPU Bus Memory Type Width Read Write Read Write Width Width Width Width OAM 32 16/32 16/32 16/32 16/32 Palette RAM 16 16/32 16/32 16/32 16/32 VRAM 16 16/32 16/32 16/32 16/32 CPU Internal Working RAM 32 16/32 16/32 8/16/32 8/16/32 CPU External Working RAM 16 16/32 16/32 8/16/32 8/16/32 Internal registers 32 16/32 16/32 8/16/32 8/16/32 Game Pak ROM 16 16/32 16/32 8/16/32 16/32 (Mask ROM, Flash Memory) Game Pak RAM 8 -- -- 8 8 (SRAM, Flash Memory)

Good execution efficiency is obtained when programs that operate from the Game Pak use 16-bit instructions (16-bit compiler), and those that operate from CPU Internal Working RAM use 32-bit instructions (32-bit compiler).

2.4 Little-Endian In the AGB CPU, memory addresses are allocated in 8-bit increments, and little- endian format is used in implementing the 8-, 16-, and 32-bit access widths.

Memory Register d31 d24 d23 d16 d15 d08 d07 d00 D 0003h D C B A C 0002h B 0001h A 0000h

©1999 - 2001 Nintendo of America Inc. 17 D.C.N. AGB-06-0001-002B4 AGB Programming Manual AGB Memory

3 AGB Memory

3.1 Overall Memory Map The following is the overall memory map of the AGB system.

0FFFFFFFh 0E00FFFFh Game Pak RAM 0E000000h (0 - 512 Kbits) Images 0DFFFFFFh Flash Memory Game Pak ROM (1 Mbit) Wait State 2 Mask ROM (32 MB) (255 Mbits) 0C000000h 0BFFFFFFh Flash Memory Game Pak ROM (1 Mbit) Wait State 1 Mask ROM (32 MB) (255 Mbits) 0A000000h 09FFFFFFh Flash Memory Game Pak ROM (1 Mbit) Wait State 0 Mask ROM (32 MB) (255 Mbits) Game Pak Memory 08000000h AGB Internal Memory 070003FFh OAM 07000000h (1 Kbyte)

06017FFFh VRAM (96 Kbytes) 06000000h

050003FFh Palette RAM 05000000h (1 Kbyte)

I/O, Registers 04000000h

03007FFFh CPU Internal Working RAM (32 Kbytes) 03000000h

0203FFFFh CPU External Working RAM (256 Kbytes) ROM 02000000h RAM

00003FFFh Unused Area System ROM (16 Kbytes) 00000000h Image Area

©1999 - 2001 Nintendo of America Inc. 18 D.C.N. AGB-06-0001-002B4 AGB Programming Manual AGB Memory

3.2 Memory Configuration In broad terms, the area 00000000h-07FFFFFFh is allocated as AGB internal memory, and 08000000-0EFFFFFFh is allocated as Game Pak memory.

3.2.1 AGB Internal Memory 1) System ROM The 16 KBytes from 000000000h is the system ROM. Various types of System Calls can be used.

2) CPU External Working RAM The 256 Kbytes from 02000000h is CPU External Working RAM. Its specifications are 2 Wait 16 bit Bus.

3) CPU Internal Working RAM The 32 Kbytes from 03000000h is CPU Internal Working RAM. It is used to store programs and data.

4) I/O and Registers This area is used for various registers.

5) Palette RAM The 1 Kbyte from 05000000h is palette RAM. It is used to assign palette colors.

6) VRAM The 96 Kbytes from 06000000h is the VRAM area. This area is for BG and OBJ data.

7) OAM The 1 Kbyte from 07000000h is Object Attribute Memory (OAM). It holds the objects to be displayed and their attributes.

©1999 - 2001 Nintendo of America Inc. 19 D.C.N. AGB-06-0001-002B4 AGB Programming Manual AGB Memory

3.2.2 Game Pak Memory 1) Game Pak ROM Three 32 MB Game Pak ROM spaces are allocated to the area beginning from 08000000h. The access speed of each of these spaces can be set individually. Thus, they are named Wait State 0, Wait State 1, and Wait State 2. This specification enables memory of varying access speeds in Game Pak ROM to be accessed optimally. The base addresses of the 3 spaces are 08000000h for Wait State 0, 0A000000h for Wait State 1, and 0C000000h for Wait State 2. In addition, the upper 1 Mbit of each space is allocated as flash memory. This area is used primarily for saving data.

2) Game Pak RAM The area beginning from 0E000000h is the Game Pak RAM area. Up to 512 Kbits of SRAM or Flash Memory can be stored here. However, it is an 8 bit data bus. Due to the specifications, any Game Pak device other than ROM must be accessed using Nintendo's library.

©1999 - 2001 Nintendo of America Inc. 20 D.C.N. AGB-06-0001-002B4 AGB Programming Manual AGB Memory

3.3 Game Pak Memory Wait Control Although the 32 MB Game Pak memory space is mapped to the area from 08000000h onward, the 32 MB spaces beginning from 0A000000h and 0C000000h are images of the 32 MB space that starts at 08000000h. These images enable memory to be used according to the access speed of the Game Pak memory (1-4 wait cycles).

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 204h WAITCNT R/W 0000h

Game Pak RAM Wait Control

Wait State 0 Wait Control

Wait State 1 Wait Control

Wait State 2 Wait Control

PHI Terminal Output Control 00: No Output 01: 4.19 MHz clock 10: 8.38 MHz clock 11: 16.76 MHZ clock

Prefetch Buffer Flag 0: Disabled 1: Enabled

Game Pak Type Flag

WAITCNT [d15] Game Pak Type Flag The System ROM uses this.

WAITCNT [d14] Prefetch Buffer Flag When the Prefetch Buffer Flag is enabled and there is some free space, the Prefetch Buffer takes control of the Game Pak Bus during the time when the CPU is not using it, and reads Game Pak ROM data repeatedly. When the CPU tries to read instructions from the Game Pak and if it hits the Prefetch Buffer, the fetch is completed with no wait in respect to the CPU. If there is no hit, the fetch is done from the Game Pak ROM and there is a wait based on the set wait state.

©1999 - 2001 Nintendo of America Inc. 21 D.C.N. AGB-06-0001-002B4 AGB Programming Manual AGB Memory

If the Prefetch Buffer Flag is disabled, the fetch is done from the Game Pak ROM. There is a wait based on the wait state associated with the fetch instruction to the Game Pak ROM in respect to the CPU.

WAITCNT [d12 - 11] PHI Terminal Output Control Controls the output from the PHI terminal. This should always be set to 00(No Output).

WAITCNT [d10 - 08],[d07 - 05],[d04 - 02] Wait State Wait Control Individual wait cycles for each of the three areas(Wait States 0-2) that occur in Game Pak ROM can be set. The relation between the wait control settings and wait cycles is as follows. Use the appropriate settings for the device you are using.

Wait Cycles 2nd Access Wait Control Value 1st Access Wait State Wait State Wait State 0 1 2 000 4 2 4 8 001 3 2 4 8 010 2 2 4 8 011 8 2 4 8 100 4 1 1 1 101 3 1 1 1 110 2 1 1 1 111 8 1 1 1

After executing the System ROM (when the User Program is started) the Wait Control Value is 000. In the Game Pak Mask ROM used with the actual manufactured product, the specifications are 1st Access/3 Wait, 2nd Access/1 Wait. In this case, set the Wait Control Value to 101.

WAITCNT [d01 - 00] Game Pak RAM Wait Control Wait cycles for the Game Pak RAM can be set. The relation between the wait control settings and wait cycles is as follows. Use the appropriate settings for the device you are using.

Wait Control Value Wait Cycles 00 4 01 3 10 2 11 8

©1999 - 2001 Nintendo of America Inc. 22 D.C.N. AGB-06-0001-002B4 AGB Programming Manual AGB Memory

3.3.1 Access Timing The following timing charts illustrate Game Pak ROM access with 3 wait cycles on the first access and 1 wait cycle on the second.

1) Sequential Access

System Clock 16.78 MHz

Wait Cycles wait wait wait wait wait

AD Bus Address Data Data Data

1st Access 2nd Access 3rd Access (3 wait cycles) (1 wait cycle) (1 wait cycle)

2) Random Access

System Clock 16.78 MHz

Wait Cycles wait wait wait wait wait wait

AD Bus Address Data Address Data

1st Access 1st Access (3 wait cycles) (3 wait cycles)

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3.3.2 Game Pak Bus The Game Pak bus has a total of 32 terminals, which are described in the following table.

Game Pak ROM Access Game Pak RAM Access No. Terminal Use Terminal Use 1 VDD(3.3V) VDD(3.3V) 2 PHI PHI 3 /WR Write Flag /WR Write Flag 4 /RD Read Flag /RD Read Flag 5 /CS ROM Chip Selection /CS 6 AD0 A0 7 AD1 A1 8 AD2 A2 9 AD3 A3 10 AD4 A4 11 AD5 A5 12 AD6 A6 Terminals used for 13 AD7 A7 both address(lower) Address 14 AD8 A8 and data 15 AD9 A9 16 AD10 A10 17 AD11 A11 18 AD12 A12 19 AD13 A13 20 AD14 A14 21 AD15 A15 22 A16 D0 23 A17 D1 24 A18 D2 25 A19 D3 Address(upper) Data 26 A20 D4 27 A21 D5 28 A22 D6 29 A23 D7 30 /CS2 /CS2 RAM Chip Selection IREQ and Terminal used for IREQ IREQ and Terminal used for IREQ 31 DREQ and DREQ DREQ and DREQ 32 GND GND

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4 LCD AGB uses a 2.9-inch-wide reflective TFT color LCD screen. The vertical blanking interval of AGB is longer than that of DMG and CGB, and its horizontal blanking interval is fixed.

308 dots

240 dots (16.212ms)

Horizontal 160 lines Display Screen Blank

228 lines

Vertical (4.994ms) Blank

Item Value Interval Display Number of dots per 240 dots 57.221 ms screen size horizontal line Number of 160 lines 11.749 ms horizontal lines Total number Number of dots per 308 dots 73.433 ms of dots horizontal line Number of 228 lines 16.743 ms horizontal lines Blanking Number of dots per 68 dots 16.212 ms horizontal blank Number of 68 lines 4.994 ms horizontal lines per vertical blank Scanning H interval frequency 13.618 KHz 73.433 ms cycle V interval frequency 59.727 Hz 16.743 ms

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4.1 LCD Status 4.1.1 V Counter The VCOUNT register can be used to read which of the total of 228 LCD lines (see previous figure) is currently being rendered.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 006h VCOUNT R 0000h

V counter value 0-227

A value of 0-227 is read. A value of 0-159 indicates that rendering is in progress; a value of 160-227 indicates a vertical blanking interval.

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4.1.2 General LCD Status General LCD status information can be read from bits 0-5 of the DISPSTAT register. In addition, 3 types of interrupt requests can be generated by the LCD controller.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 004h DISPSTAT R/W 0000h

V-Blank Status V count setting 0: Outside V-blank interval 0-227 1: During V-blank interval

H-Blank Status 0: Outside H-blank interval 1: During H-blank interval

V Counter Evaluation 0: V counter non-match 1: V counter match

V-Blank Interrupt Request Enable Flag 0: Disable 1: Enable

H-Blank Interrupt Request Enable Flag 0: Disable 1: Enable

V Counter Match Interrupt Request Enable Flag 0: Disable 1: Enable

DISPSTAT [d15-08] V Count Setting Can be used to set the value used for V counter evaluation and V counter match interrupts. The range for this setting is 0-227.

DISPSTAT [d05] V Counter Match Interrupt Request Enable Flag Allows an interrupt request to be generated when the value of the V counter setting and the value of the line actually rendered (VCOUNT register value) agree.

DISPSTAT [d04] H-Blank Interrupt Request Enable Flag Allows an interrupt request to be generated during horizontal blanking.

DISPSTAT [d03] V-Blank Interrupt Request Enable Flag Allows an interrupt request to be generated during vertical blanking.

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DISPSTAT [d02] V Counter Evaluation Flag indicating whether the V count setting and the V count register value match. It is set while they match and automatically reset when they no longer match.

DISPSTAT [d01] H-Blank Status Can check whether a horizontal blanking interval is currently in effect.

DISPSTAT [d00] V-Blank Status Can check whether a vertical blanking interval is currently in effect.

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5 Image System AGB can use different image systems depending on the purpose of the software. These display-related items are changed mainly using the DISPCNT register.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 0000h DISPCNT OBJ BG3 BG2BG1 BG0 R/W 0080h

BG Mode 0-5 (CGB Mode) Display Frame Selection 0: Frame buffer 0 1: Frame buffer 1

H-Blank Interval OBJ Processing Flag 0: Enable(OBJ Processing of all H-Line Intervals) 1: Disable(OBJ Processing of H-Line Display Intervals Only) OBJ Character VRAM Mapping Format 0: 2-dimensional 1: 1-dimensional Forced Blank 0: Disable 1: Enable Individual Screens Display 0: OFF 1: ON

Window 0 Display Flag

Window 1 Display Flag

OBJ Window Display Flag

DISPCNT [d15] OBJ Window Display Flag Master flag that controls whether the OBJ window is displayed. For information on the OBJ window, see section “6.3, OBJ (Object)”.

DISPCNT [d14][d13] Display Flags for Windows 0 and 1 Master flag that controls whether windows 0 and 1 are displayed. For information on windows, see “Chapter 8, Window Feature”.

DISPCNT [d12-08] Individual Screens Display Flag Allows individual control of whether BG0, BG1, BG2, BG3, and OBJ, respectively, are displayed.

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DISPCNT [d07] Forced Blank Setting this bit causes the CPU to forcibly halt operation of the image processing circuit, allowing access to VRAM, color palette RAM, OAM, and the internal registers. The LCD screen displays white during a forced blank. However, the internal HV synchronous counter continues to operate even during a forced blank. When the internal HV synchronous counter cancels a forced blank during a display period, the display begins from the beginning, following the display of three vertical lines.

DISPCNT [d06] OBJ Character VRAM Mapping Format Specifies the VRAM mapping format for an OBJ character. A setting of 0 causes the OBJ character to be handled in memory mapped 2-dimensional. A setting of 1 causes the OBJ character to be handled in memory mapped 1-dimensional. For information on OBJ character VRAM mapping formats, see section 6.3.2, Character Data Mapping.

DISPCNT [d05] H-Blank Interval OBJ Processing Flag A setting of 0 executes OBJ Render Processing with all H-Line intervals(including H-Blank intervals). A setting of 1 executes OBJ Render Processing with the display intervals only and not for H-Blank intervals. Thus, when the user accesses OAM or OBJ VRAM during an H-Blank interval, this bit needs to be set. However, also in this situation, maximum OBJ display performance cannot be obtained.

DISPCNT [d04] Display Frame Selection When rendering in bitmap format in a mode in which there are 2 frame buffers (BG modes 4 and 5), this bit allows selection of one of the frame buffers for rendering. A setting of 0 selects the contents of frame buffer 0 for rendering; a setting of 1 selects the contents of frame buffer 1 for rendering.

DISPCNT [d03] (CGB Mode) AGB is equipped with 2 CPUs. In AGB mode, a 32-bit RISC CPU starts, and in CGB mode, an 8-bit CISC CPU starts. Because this bit is controlled by the system, it cannot be accessed by the user.

DISPCNT [d02-00] BG Mode Selects the BG mode from a range of 0-5. For more information on BG modes, see the following section.

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5.1 BG Modes 5.1.1 Details of BG Modes In AGB, changing the BG mode allows character format and bitmap format to be used selectively, as appropriate. In modes 0, 1, and 2, rendering to the LCD screen is performed in a character format suitable for the game. In modes 3, 4, and 5, rendering to the LCD screen is performed in bitmap format.

Character Format BG Screen Number of Number of Colors/ Features BG Mode Rotation/ No. of Size Characters Palettes Scaling Screens Specifiable *1 *2 *3 *4 *5 *6 256 x 256 16 / 16 0 No 4 to 1024 OOOOOO 256 / 1 512 x 512 256 x 256 16 / 16 No 2 to 1024 OOOOOO 256 / 1 512 x 512 1 128 x 128 Yes 1 to 256 256 / 1 O X OOOO 1024 x 1024 128 x 128 2 Yes 2 to 256 256 / 1 O X OOOO 1024 x 1024

Bitmap Format BG Screen Features BG Mode Frame No. of Colors Rotation/ No. of Size Memory *1 *2 *3 *4 *5 *6 Scaling Screens 3 Yes 1 240 x 160 1 32,768 O X OOOO

4 Yes 1 240 x160 2 256 O X OOOO

5 Yes 1 160 x 128 2 32,768 O X OOOO

Features *1 HV Scroll (individual screens) *4 Semitransparent(16 levels) *2 HV Flip (individual characters) *5 Fade-in/Fade-out *3 Mosaic (16 levels) *6 Screen priority specification (2 bits)

[Note] In mode 3, one frame memory is available that can display 32,768 colors, which is suitable for rendering still images. Modes 4 and 5 allow double buffering using two frame memories, and are thus suitable for rendering animated video.

The method of controlling text BG scrolling is different from that of BG rotation/scaling and bitmap BG scrolling. (See “6.1.8 BG Scrolling” and “6.1.7 BG Rotation and Scaling Features”.)

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5.1.2 VRAM Memory Map The VRAM (96 Kbyte) memory maps in the BG modes are as shown in the following figure.

BG Modes 0, 1, and 2 BG Mode 3 BG Modes 4 and 5 06017FFFh OBJ OBJ Character Data Character Data 16 Kbytes 16 Kbytes OBJ 06014000h 06014000h Character Data 32 Kbytes

06010000h Frame Buffer 1 40 Kbytes

BG0-BG3 Screen Data Frame Buffer 0 0600A000h Maximum 32 Kbytes 80 Kbytes and

BG0-BG3 Shared Character Data Frame Buffer 0 Minimum 32 Kbytes 40 Kbytes

06000000h

Users can map the screen and character data areas in the 64 Kbyte BG area in BG modes 0, 1, and 2. For more information, see section 6.1.3, VRAM Address Mapping of BG Data. In addition, see the descriptions below for more information on the memory areas and the data formats for each area.

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6 Rendering Functions The AGB CPU has 96 Kbytes of built-in VRAM. Its rendering functions include BG and OBJ display capability. The method used for BG rendering varies with the BG mode, as described below.

6.1 Character Mode BG (BG Modes 0-2) In character mode, the components of the BG screen are basic characters of 8 x 8 dots.

6.1.1 BG Control There are 4 BG control registers, corresponding to the maximum number of BG screens (registers BG0CNT, BG1CNT, BG2CNT, and BG3CNT). Registers BG0CNT and BG1CNT are exclusively for text BG control, while BG2CNT and BG3CNT also support BG rotation and scaling control. The registers used by the BG modes are as follows.

BG Mode BG Control Register BG0CNT BG1CNT BG2CNT BG3CNT 0 BG0 BG1 BG2 BG3 (text) (text) (text) (text) 1 BG0 BG1 BG2 (text) (text) (rotation/scaling) 2 BG2 BG3 (rotation/scaling) (rotation/scaling)

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The contents of the BG control registers are shown below.

1) Text BG Screen Control (BG0, BG1)

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 008h BG0CNT R/W 0000h 00Ah BG1CNT 0 0

Priority Specification 00: 1st priority Mosaic 01: 2nd priority 0: Disable 10: 3rd priority 1: Enable 11: 4th priority

Character Base Block 0-3

Color Mode 0: 16 colors x 16 palettes 1: 256 colors x 1 palette

Screen Base Block 0-31

Screen Size

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2) Text BG and Rotation/Scaling BG Screen Control (BG2 and BG3) Whether the screen is a text screen or a scaling/rotation screen varies with the BG mode.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value 00Ch BG2CNT R/W 0000h 00Eh BG3CNT 0 0

Priority Specification 00: 1st priority Mosaic 01: 2nd priority 0: Disable 10: 3rd priority 1: Enable 11: 4th priority

Character Base Block 0-3

Color Mode 0: 16 colors x 16 palettes 1: 256 colors x 1 palette Screen Base Block 0-31 Area Overflow Processing Flag 0: Transparent display 1: Wraparound display

Screen Size

BG*CNT [d15-14] Screen Size Allows the screen size for the BG as a whole to be specified. When a value other than the maximum is specified, the remaining VRAM area can be used as a character data area. Refer to the table below and the VRAM Memory Map figure above.

Screen Size Text Screen Rotation/Scaling Screen Setting Screen Size Screen Data Screen Size Screen Data 00 256×256 2 Kbytes 128×128 256 Bytes 01 512×256 4 Kbytes 256×256 1 Kbyte 10 256×512 4 Kbytes 512×512 4 Kbytes 11 512×512 8 Kbytes 1024×1024 16 Kbytes

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1) Overview of Screen Sizes for Text BG Screens

[d15,d14]=[0,0] Virtual screen size:256 x 256 [d15,d14]=[0,1] Virtual Screen size: 512 x 256

SC0 SC0 SC1 (256 x 256) SC0 (256 x 256) (256 x 256)

Display Screen Display Screen (240 x 160) (240 x 160)

SC0 SC0 SC1 SC0

[d15,d14]=[1,0] Virtual screen size: 256 x 512 [d15,d14]=[1,1] Virtual screen size: 512 x 512

SC0 SC0 SC1 (256 x 256) SC0 (256 x 256) (256 x 256) SC0

Display Screen Display Screen (240 x 160) (240 x 160)

SC1 SC2 SC3 SC1 SC2 (256 x 256) (256 x 256) (256 x 256)

SC0 SC1 SC0

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2) Illustration of Screen Sizes for Rotation/Scaling BG Screens

[d15,d14]=[0,0] Virtual screen size: 128 x 128 [d15,d14]=[0,1] Virtual screen size: 256 x 256

SC0 SC0 SC0 (128 x 128) or SC0 or Display Screen Transparent (256 x 256) (240 x 160) Transparent

Display Screen (240 x 160)

SC0 SC0 or or Transparent Transparent

[d15,d14]=[1,0] Virtual screen size: 512 x 512 [d15,d14]=[1,1] Virtual screen size: 1024 x1024

SC0 SC0 (1024 x (512 x 512) SC0 1024) or SC0 Display Screen Transparent or (240 x 160) Transparent

Display Screen (240 x 160)

SC0 SC0 or or Transparent Transparent SC0 SC0 or or Transparent Transparent

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BG2CNT,BG3CNT [d13] Area Overflow Processing When the display screen overflows the boundaries of the virtual screen due to a rotation/scaling operation, this bit can be used to choose whether the area of the screen into which the overflow occurs is displayed as transparent or wraps around the display screen. For information on scaling, see “6.1.7 BG Rotation and Scaling Features”.

BG*CNT [d12-08] Screen Base Block Specification Specifies the starting block in VRAM where screen data are stored. (32 steps: 0-31; 2-Kbyte increments). See section 6.1.3, VRAM Address Mapping of BG Data.

BG*CNT [d07] Color Mode Specifies whether to reference BG character data in 16 color x 16 palette format or 256 color x 1 palette format.

BG*CNT [d06] Mosaic Turns mosaic processing for BG on and off.

BG*CNT [d03-02] Character Base Block Specification Specifies the starting block in VRAM where the character data to be displayed in the BG is stored. (4 steps: 0-3; 16-Kbyte increments) See section 6.1.3, VRAM Address Mapping of BG Data.

BG*CNT [d01-00] Priority Among BGs With the default value (same priority value specified for all), the order of priority is BG0, BG1, BG2, and BG3. However, this order can be changed to any desired. Values of 0 (highest priority) to 3 can be specified. When the BG priority has been changed, care should be taken in specifying the pixels used for color special effects.

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6.1.2 Mosaic Size Mosaic size is set in the MOSAIC register. Turning mosaic on/off for each BG is accomplished by the mosaic flag of the BG control register. For information on the mosaic flag, see the previous section, BG Control.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value 04Ch MOSAIC W 0000h

OBJ Mosaic BG Mosaic H size H size

OBJ Mosaic BG Mosaic V size V size

The mosaic value specifies how many dots of a normal display should comprise each large dot displayed. Counting from the upper left-most dot on the screen, the number of dots equal to the mosaic size are used in the mosaic display. The other dots are overwritten by the mosaic. Please refer to the figure below. If the mosaic size value is 0, a normal display is seen even if mosaic is turned on.

Mosaic Schematic

Mosaic H size: 1 Mosaic H size: 3 Normal Display V size: 1 V size: 5

00 01 02 03 04 05 06 07 08 09 0000 02 04 06 08 00 00 00 00 04 08 10 11 12 13 14 15 16 191718 00 00 00 00 00 00 20 21 22 23 24 25 26 27 28 29 20 22 24 26 28 00 00 00 00 30 31 32 33 34 35 36 37 38 39 00 00 00 00 40 41 42 43 44 45 46 47 48 49 40 4244 46 48 00 00 00 00 50 51 52 53 54 55 56 57 58 59 00 00 00 00 60 61 62 63 64 65 66 67 68 69 64 66 686062 686064 70 71 72 73 74 75 76 77 78 79

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6.1.3 VRAM Address Mapping of BG Data BG data (BG character and screen data) are stored in the 64-Kbyte BG area of VRAM.

1) BG Character Data The starting address for referencing BG character data can be specified using the character base block specification of the BG control register. The amount of data depends on the number of character data items stored and the data format (color formats: 256 colors x 1 palette or 16 colors x 16 palettes).

2) BG Screening Data The starting address for referencing BG screen data can be set using the screen base block specification of the BG control register. The amount of data depends on the type of BG screen (text or rotation/scaling) and the screen size. These can be set by the BG control register.

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Illustration of VRAM Base Blocks for BG Data BG Character Data BG Screen Data Base Block Base Block

OBJ OBJ Character Data Character Data 32 Kbytes 32 Kbytes

10000h Base Block 31 Base Block 30 Base Block 29 Base Block 3 Base Block 28 Base Block 27 Base Block 26 Base Block 25 C000h Base Block 24 Base Block 23 Base Block 22 Base Block 21 Base Block 2 Base Block 20 Base Block 19 Base Block 18 Base Block 17 8000h Base Block 16 Base Block 15 Base Block 14 Base Block 13 Base Block 1 Base Block 12 Base Block 11 Base Block 10 Base Block 9 4000h Base Block 8 Base Block 7 Base Block 6 Base Block 5 Base Block 0 Base Block 4 Base Block 3 Base Block 2 Base Block 1 0000h Base Block 0

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6.1.4 Character Data Format There are two formats for character dot data, 16 color x 16 palettes and 256 colors x 1 palette. The same format is used for OBJ and BG. The data are held in VRAM in the form indicated below. 1) 16 Colors x 16 Palettes There are 2 dots per address. Thus, the amount of data for each basic character is 20H x 8 bits.

4 bits of data per dot (Specifies 1 of 16 d3 d7 d3 d7 d3 d7 d3 d7 colors) d2 d6 d2 d6 d2 d6 d2 d6 d1 d5 d1 d5 d1 d5 d1 d5 d0 d4 d0 d4 d0 d4 d0 d4 a(n) a(n+ 1) a(n+ 2) a(n+ 3) a(n+ 4) a(n+ 5) a(n+ 6) a(n+ 7) a(n+ 8) a(n+ 9) a(n+ A) a(n+ B) a(n+ C) a(n+ D) a(n+ E) a(n+ F) 8 dots a(n+10) a(n+11) a(n+12) a(n+13) a(n+14) a(n+15) a(n+16) a(n+17) a(n+18) a(n+19) a(n+1A) a(n+1B) a(n+1C) a(n+1D) a(n+1E) a(n+1F)

8 dots

2) 256 Colors x 1 Palette There is 1 dot specified per address. Thus, the amount of data for each basic character is 40H x 8 bits.

d7 d7 d7 d7 d7 d7 d7 d7 8 bits of data per dot d6 d6 d6 d6 d6 d6 d6 d6 (Specifies 1 of 256 d5 d5 d5 d5 d5 d5 d5 d5 colors) d4 d4 d4 d4 d4 d4 d4 d4 d3 d3 d3 d3 d3 d3 d3 d3 d2 d2 d2 d2 d2 d2 d2 d2 d1 d1 d1 d1 d1 d1 d1 d1 d0 d0 d0 d0 d0 d0 d0 d0 a(n) a(n+ 1) a(n+ 2) a(n+ 3) a(n+ 4) a(n+ 5) a(n+ 6) a(n+ 7) a(n+ 8) a(n+ 9) a(n+ A) a(n+ B) a(n+ C) a(n+ D) a(n+ E) a(n+ F) a(n+10) a(n+11) a(n+12) a(n+13) a(n+14) a(n+15) a(n+16) a(n+17) a(n+18) a(n+19) a(n+1A) a(n+1B) a(n+1C) a(n+1D) a(n+1E) a(n+1F) 8 dots a(n+20) a(n+21) a(n+22) a(n+23) a(n+24) a(n+25) a(n+26) a(n+27) a(n+28) a(n+29) a(n+2A) a(n+2B) a(n+2C) a(n+2D) a(n+2E) a(n+2F) a(n+30) a(n+31) a(n+32) a(n+33) a(n+34) a(n+35) a(n+36) a(n+37) a(n+38) a(n+39) a(n+3A) a(n+3B) a(n+3C) a(n+3D) a(n+3E) a(n+3F)

8 dots

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6.1.5 BG Screen Data Format A BG screen is considered to be the 8 x 8 dot unit that represents the size of the basic character, and the BG screen data specifies the characters that are arranged. BG screen data should be stored, beginning from the starting address of the BG screen base block specified in the BG control register. The number of screen data items specified per BG depends on the screen size setting in the BG control register. BG screen data for text and rotation/scaling screens are specified in the following formats.

1) Text BG Screen A text BG screen consists of 2 bytes of screen data per basic character; 1,024 character types can be specified.

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00

Character name

Horizontal flip flag

Vertical flip flag

Color Palette With 16 colors x 16 palettes: 0-15 With 256 colors x 1 palette: disabled

[d15-12] Color Palette If the color mode specification in the BG control register is 16 colors x 16 palettes, these bits specify palette 0-15 as the palette to be applied to the character. This is disabled when the color mode specification is 256 x 1 palette.

[d11] Vertical Flip Flag Enables the BG character to be flipped vertically. A setting of 1 produces the vertical-flip display.

[d10] Horizontal Flip Flag Enables the BG character to be flipped horizontally. A setting of 1 produces the horizontal-flip display.

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[d09-00] Character Name Specify the number of the character that has character base block starting address specified in the BG control register as its starting point.

2) Rotation/Scaling BG Screen The rotation/scaling BG screen consists of 1 byte of screen data per basic character; 256 character types can be specified. The character data must be classified as 256 colors x 1 palette. The color mode specification in the BG control register is disabled for a rotation/scaling screen.

07 06 05 04 03 02 01 00

Character Name

[Cautions for VRAM] AGB provides a high degree of freedom in using the BG area of VRAM. Consequently, in managing VRAM, the following points deserve particular attention. 1. There are 2 formats for BG character data (defined by 16 and 256 colors), and these can be used together. 2. The BG character data base block can be selected from among 4 blocks (BG control register). 3. The BG screen data base block can be selected from among 32 blocks (BG control register). 4. The screen size (amount of VRAM used) can be set for each BG (BG control register). 5. Text and rotation/scaling BGs can be present and used together in a BG screen. In managing VRAM, particular care is required in BG mode 1, because text BG screens (which can handle BG character data in both 256 colors x 1 palette and 16 colors x 16 palettes) and rotation/scaling BG screens (which can handle only 256 colors x 1 palette) may be used together. Therefore, the VRAM mapping status should be sufficiently understood when programming.

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6.1.6 BG Screen Data Address Mapping for the LCD Screen

1) Text BG

1-1) Virtual Screen Size of 256 x 256 Dots

256 dots (32 blocks) 240 dots (30 blocks)

000H 002H 004H 006H 008H 03AH 03CH 03EH

040H 042H 044H 046H 048H 07AH 07CH 07EH

160 dots 080H 082H 084H 086H 088H 0BAH 0BCH 0BEH (20 blocks) 0C0H 0C2H 0C4H 0C6H 0C8H 0DAH 0DCH 0DEH

4C0H 4C2H 4C4H 4C6H 4C8H 4FAH 4FCH 4FEH

256 dots (32 blocks)

780H 782H 784H 786H 788H 7BAH 7BCH 7BEH

7C0H 7C2H 7C4H 7C6H 7C8H 7FAH 7FCH 7FEH

LCD Display Area

1-2) Virtual Screen Size of 512 x 256 Dots 512 dots (64 blocks) 256 dots 256 dots (32 blocks) (32 blocks)

000 H 002 H 004 H 006 H 03A H 03C H 03E H 800 H 83E H

040 H 042 H 044 H 046 H 07A H 07C H 07E H

080 H 082 H 084 H 086 H 0BAH 0BC H 0BE H

256 dots

(32 blocks) 4C0 H 4C2 H 4C4 H 4C6 H 4FA H 4FC H 4FE H

780 H 782 H 784 H 786 H 788 H 7BC H 7BE H

7C0 H 7C2 H 7C4 H 7C6 H 7C8 H 7FC H 7FE H FC0 H FFE H

LCD Display Area

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1-3) Virtual Screen Size of 256 x 512 Dots

256 dots (32 blocks)

000H 002H 004H 03AH 03CH 03EH

040H 042H 044H 07AH 07CH 07EH

256 dots (32 blocks) 4C0H 4C2H 4C4H 4FA H 4FCH 4FEH

512 dots 7C0H 7C2H 7C4H 7FCH 7FEH (64 blocks)

800H 83EH

FC0H FFE H

LCD display area

1-4) Virtual Screen Size of 512 x 512 Dots 512 dots 256 dots (64 blocks) 256 dots (32 blocks) (32 blocks)

000H 002H 004H 03AH 03CH 03EH 800H 83EH

040H 042H 044044HH 07AH 07CH 07EH 256 dots (32 blocks)

4C0H 4C2H 4C4H 4FAH 4FCH 4FEH

7C0H 7C2H 7C4H 7FCH 7FEH FC0H FFEH 512 dots (64 blocks) 1000H 103EH 1800H 183EH

256 dots (32 blocks)

17C0H 17FEH 1FFEH

LCD display area

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2) Rotation/scaling BG

2-1) Virtual Screen Size of 128 x 128 Dots 240 dots (30 blocks) 128 dots (16 blocks)

000H 001H 002H 003H 004H 00FH

010H 011H 012H 013H 014H 01FH

128 dots (16 blocks) 160 dots (20 blocks) 0E0H 0E1H 0E2H 0E3H 0E4H 0EFH

0F0H 0F1H 0F2H 0F3H 0F4H 0FFH

LCD display area

2-2) Virtual Screen Size of 256 x 256 Dots 256 dots (32 blocks) 240 dots (30 blocks)

000H 001H 002H 003H 004H 01DH 01EH 01FH

020H 041H 042H 043H 044H 03DH 03EH 03FH

160 dots 040H 081H 082H 083H 084H 05DH 05EH 05FH (20 blocks) 060H 0C1H 0C2H 0C3H 0C4H 06DH 06EH 06FH

260H 261H 262H 263H 264H 27DH 27EH 27FH

256 dots 280H 281H 282H 283H 284H 29DH 29EH 29FH (32 blocks)

3C0H 3C1H 3C2H 3C3H 3C4H 3DDH 3DEH 3DFH

3E0H 3E1H 3E2H 3E3H 3E4H 3FDH 3FE H 3FFH

LCD display area

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2-3) Virtual Screen Size of 512 x 512 Dots 512 dots (64 blocks) 240 dots (30 blocks)

000H 001H 002H 003H 004H 01DH 01EH 03EH 03FH

040H 041H 042H 043H 044H 05DH 05EH 07EH 07FH

160 dots 080H 081H 082H 083H 084H 09DH 09EH 0BEH 0BFH (20 blocks) 0C0H 0C1H 0C2H 0C3H 0C4H 0DDH 0DEH 0FEH 0FFH

4C0H 4C1H 4C2H 4C3H 4C4H 4DDH 4DEH 4FEH 4FFH

512 dots 500H 501H 502H 503H 504H 51DH 51EH 53EH 53FH (64 blocks)

F80H F81H F82H F83H F84H F9DH F9EH FBEH FBFH

FC0H FC1H FC2H FC3H FC4H FDDH FDEH FFE H FFF H

LCD display area

2-4) Virtual Screen Size of 1024 x 1024 Dots

1024 dots (128 blocks) 240 dots (30 blocks)

000H 001H 002H 003H 004H 01DH 01EH 07EH 07FH

080H 081H 082H 083H 084H 09DH 09EH 0FEH 0FFH

160 dots 100H 101H 102H 103H 104H 11DH 11EH 17EH 17FH (20 blocks) 180H 181H 182H 183H 184H 19DH 19EH 1FEH 1FFH

980H 981H 982H 983H 984H 99DH 99EH 9FEH 9FFH

1024 dots A00H A01H A02H A03H A04H A1DH A1EH A7EH A7FH (128 blocks)

3F00H 3F01H 3F02H 3F03H 3F04H 3F1DH 3F1EH 3F7EH 3F7FH

3F80H 3F81H 3F82H 3F83H 3F84H 3F9DH 3F9EH 3FFEH 3FFFH

LCD display area

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6.1.7 BG Rotation and Scaling Features Rotation and scaling of the BG as a whole can be performed in a rotation/scaling BG screen. With rotation, BG data is referenced as shown in the following figure.

Origin x-axis (0,0) Coordinate before rotation BG display (x,y) screen 1 1 Horizontal line before rotation

Coordinate after rotation * ( x2 , y2 )

BG data reference area

q

Horizontal line after Rotation center coordinate rotation (x0, y0 )

dx (distance moved in directionx, same line) = (1 / a ) cos q dx dy (distance moved in direction y, same line) = - (1 / b ) sin q q dmx (distance moved in direction x, next line) = ( 1 / a ) sin q dy dmy (distance moved in direction y, next line) = ( 1 / b ) cos q y-axis q dmy dmx a: Magnification along x-axis b: Magnification along y-axis

BG rotation and scaling are implemented in AGB using the following arithmetic expressions.

æ x2 ö æ A B öæ x1 - x0 ö æ x0 ö ç ÷ = ç ÷ç ÷ + ç ÷ è y2 ø èC Døè y1 - y0 ø è y0 ø

1 1 1 1 A = cosq , B = sin q , C = - sin q , D = cos q a a b b

x2 = A(x1 - x0) + B( y1 - y0) + x0

y2 = C(x1 - x0 ) + D( y1 - y0) + y0

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Parameters used in rotation and scaling operations are specified for BG2 and BG3 in the following registers. Registers for Starting Point of BG Data Reference are also used when Scaling/Rotation BG and Bitmap Mode BG are offset displayed (scrolled). (There is also an offset register for Text BG.)

Registers for Setting the Starting Point of BG Data

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value 028h BG2X_L X-coordinate of reference starting point (rotation/scaling results) W 0000h 038h BG3X_L

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value 02Ah BG2X_H X-coordinate of reference starting point W 0000h 03Ah BG3X_H (rotation/scaling results)

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value 02Ch BG2Y_L Y-coordinate of reference starting point (rotation/scaling results) W 0000h 03Ch BG3Y_L

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value 02Eh BG2Y_H Y-coordinate of reference starting point W 0000h 03Eh BG3Y_H (rotation/scaling results)

Registers for Setting the Direction Parameters of BG Data

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 020h BG2PA dx: distance of movement in x direction along same line W 0100h 030h BG3PA

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 022h BG2PB dmx: distance of movement in x direction along next line W 0000h 032h BG3PB

Attributes Initial Value Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 024h BG2PC dy: distance of movement in y direction along same line W 0000h 034h BG3PC

Attributes Initial Value Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 026h BG2PD dmy: distance of movement in y direction along next line W 0100h 036h BG3PD

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Operations Used in BG Rotation/Scaling Processing

1. Using software, the user determines the results of the rotation/scaling operation for the left-upper coordinate of the display screen and sets this as the starting point of the BG data reference in registers BG2X_L, BG2X_H, BG2Y_L, BG2Y_H, BG3X_L, BG3X_H, BG3Y_L, and BG3Y_H. The set value is a signed fixed-point number (8 bits for fractional portion, 19 bits for integer portion, and 1 bit for sign, for a total of 28 bits).

The BG data reference direction is set in BG2PA, BG2PB, BG2PC, BG2PD, BG3PA, BG3PB, BG3PC, and BG3PD. The set value is a signed fixed-point number (8 bits for fractional portion, 7 bits for integer portion, and 1 bit for sign, for a total of 16 bits). 2. The image processing circuit sums the increases in the x direction (dx, dy) in relation to the BG data reference starting point set in the above registers, and calculates the x-coordinate. 3. When the line is advanced, the increases in the y direction (dmx, dmy) are summed in relation to the reference starting point, and the coordinate of the rendering starting point for the next line is calculated. The processing in step 2) is then performed. 4. However, if a register for the BG data reference starting point is rewritten during an H-blanking interval, the y-direction summation for that register is not calculated. The CPU uses this mode to change the center coordinate and the rotation/scaling parameters for each line.

Area Overflow Processing When the display screen overflows the boundaries of the virtual screen due to a rotation/scaling operation, this BG control register can be used to select whether the area of the screen into which the overflow occurs is transparent or wraps around the display screen. For information on BG control, see “6.1.1 BG Control”.

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6.1.8 BG Scrolling For each text BG screen, the offset on the display screen can be specified in 1-dot increments. Offset register is only valid for Text BG. In order to offset display Scaling/Rotation BG and Bitmap Mode BG set the BG Reference Starting Point. See “6.1.7, BG Rotation and Scaling Features”.

Offset Settings Registers

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value 010h BG0HOFS 014h BG1HOFS W 0000h 018h BG2HOFS 01Ch BG3HOFS H offset

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value 012h BG0VOFS 016h BG1VOFS W 0000h 01Ah BG2VOFS 01Eh BG3VOFS V offset

Offset Illustration

V Offset

H Offset

Display Screen

Screen

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6.2 Bitmap Mode BGs (BG Modes 3-5) In the bitmap modes, the components of the BG screen are handled in pixel units, and the contents of VRAM (frame buffer) are displayed as color data for each dot on the screen. 6.2.1 BG Control The bitmap BG will be treated as BG2. Therefore, in order to display the content of the frame buffer on the LCD screen, you need to set the BG2 display flag to ON in the DISPCNT Register. For BG Control the BG2CNT Register is used.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 00Ch BG2CNT 0 0 R/W 0000h

Priority Specification 00: 1st priority Mosaic 01: 2nd priority 0: Disable 10: 3rd priority 1: Enable 11: 4th priority

BG2CNT [d06] Mosaic This controls the ON/OFF of mosaic processing for BG2. When ON, the settings for the Mosaic Size Register, MOSAIC, are referenced. For information on Mosaic, see “6.1.2 Mosaic Size”.

BG2CNT [d01-00] Priority Among BGs Due to the fact that in Bitmap Mode there is only one BG plane(other than the backdrop plane), there is no priority relationship among BGs, but you can set up priorities with OBJ. For information on this, see “6.4 Display Priority of OBJ and BG”.

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6.2.2 BG Rotation/Scaling The parameters for Bitmap BG Rotation/Scaling use BG2 related registers(BG2X_L, BG2X_H, BG2Y_L, BG2Y_H, BG2PA, BG2PB, BG2PC, and BG2PD). For information on rotation/scaling parameters, see “6.1.7 BG Rotation and Scaling Features”. With Bitmap BG, if the displayed portion exceeds the edges of the screen due to the rotation/scaling operation, that area becomes transparent.

6.2.3 Pixel Data In the bitmap modes, only the amount of pixel data corresponding to the size of the display screen can be stored in VRAM. Available bitmap modes allow the simultaneous display of 32,768 colors (BG modes 3 and 5) and the display of 256 of the 32,768 colors (BG mode 4). The format of the data in the frame buffer differs between the modes as described below.

1. 32,768-Color Simultaneous Display Format (BG Modes 3 and 5) Palette RAM is not referenced. Each pixel uses a half-word.

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 B4 B3 B2 B1 B0 G4 G3 G2 G1 G0 R4 R3 R2 R1 R0

Blue Green Red

2. 256-Color (of 32,768) Display Format (BG Mode 4) Palette RAM color data (256 of the 32,768 colors storable) are referenced. Each pixel uses 1 byte.

07 06 05 04 03 02 01 00

Color No.

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6.2.4 Pixel Data Address Mapping for the LCD Screen The different address mappings for the different BG modes are shown below. The frame buffer (VRAM) starts at address 06000000h. Thus, to see the addresses used by the CPU, add 06000000h to the addresses shown below.

6.2.4.1 BG Mode 3 (32,768 colors, 240X160 dots, 1 frame buffer) Because there is a single frame buffer, this mode is used mainly for still images. However, it enables 32,768 colors to be displayed simultaneously over the full screen.

0 1 2 3 4 236 237 238 239 0 0h 2h 4h 6h 8h 1D8h 1Dah 1DCh 1DEh 1 1E0h 1E2h 1E4h 1E6h 1E8h 3B8h 3Bah 3BCh 3BEh 2 3C0h 3C2h 3C4h 3C6h 3C8h 598h 59Ah 59Ch 59Eh 3 5A0h 5A2h 5A4h 5A6h 5A8h 778h 77Ah 77Ch 77Eh 4 780h 782h 784h 786h 788h 958h 95Ah 95Ch 95Eh

156 12480h 12482h 12484h 12486h 12488h 12658h 1265Ah 1265Ch 1265Eh 157 12660h 12662h 12664h 12666h 12668h 12838h 1283Ah 1283Ch 1283Eh 158 12840h 12842h 12844h 12846h 12848h 12A18h 12A1Ah 12A1Ch 12A1Eh 159 12A20h 12A22h 12A24h 12A26h 12A28h 12BF8h 12BFAh 12BFCh 12BFEh VRAM address (+06000000h)

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6.2.4.2 BG Mode 4 (256 colors, 240X160 dots, 2 frame buffers) Two frame buffers are allocated in VRAM, making this mode suitable for full-motion video. Of the total of 32,768 colors, 256 can be displayed simultaneously over the full screen.

1) Frame 0

0 1 2 3 4 236 237 238 239 0 0h 1h 2h 3h 4h ECh EDh EEh EFh 1 F0h F1h F2h F3h F4h 1DCh 1DDh 1DEh 1DFh 2 1E0h 1E1h 1E2h 1E3h 1E4h 2CCh 2CDh 2CEh 2CFh 3 2D0h 2D1h 2D2h 2D3h 2D4h 3BCh 3BDh 3BEh 3BFh 4 3C0h 3C1h 3C2h 3C3h 3C4h 4ACh 4ADh 4AEh 4AFh

156 9240h 9241h 9242h 9243h 9244h 932Ch 932Dh 932Eh 932Fh 157 9330h 9331h 9332h 9333h 9334h 941Ch 941Dh 941Eh 941Fh 158 9420h 9421h 9422h 9423h 9424h 950Ch 950Dh 950Eh 950Fh 159 9510h 9511h 9512h 9513h 9514h 95FCh 95FDh 95FEh 95FFh VRAM address (+06000000h)

2) Frame 1

0 1 2 3 4 236 237 238 239 0 A000h A001h A002h A003h A004h A0ECh A0EDh A0EEh A0EFh 1 A0F0h A0F1h A0F2h A0F3h A0F4h A1DCh A1DDh A1DEh A1DFh 2 A1E0h A1E1h A1E2h A1E3h A1E4h A2CCh A2CDh A2CEh A2CFh 3 A2D0h A2D1h A2D2h A2D3h A2D4h A3BCh A3BDh A3BEh A3BFh 4 A3C0h A3C1h A3C2h A3C3h A3C4h A4ACh A4ADh A4AEh A4AFh

156 13240h 13241h 13242h 13243h 13244h 1332Ch 1332Dh 1332Eh 1332Fh 157 13330h 13331h 13332h 13333h 13334h 1341Ch 1341Dh 1341Eh 1341Fh 158 13420h 13421h 13422h 13423h 13424h 1350Ch 1350Dh 1350Eh 1350Fh 159 13510h 13511h 13512h 13513h 13514h 135FCh 135FDh 135FEh 135FFh VRAM address (+06000000h)

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6.2.4.3 BG Mode 5 (32,768 colors, 160X128 dots, 2 frame buffers) Although there are 2 frame buffers, the display area is limited in this mode to enable simultaneous display of 32,768 colors.

1) Frame 0 0 1 2 3 4 156 157 158 159 0 0h 2h 4h 6h 8h 138h 13Ah 13Ch 13Eh 1 140h 142h 144h 146h 148h 298h 29Ah 29Ch 29Eh 2 2A0h 2A2h 2A4h 2A6h 2A8h 3B8h 3BAh 3BCh 3BEh 3 3C0h 3C2h 3C4h 3C6h 3C8h 4F8h 4FAh 4FCh 4FEh 4 500h 502h 504h 506h 508h 638h 63Ah 63Ch 63Eh

124 9B00h 9B02h 9B04h 9B06h 9B08h 9C38h 9C3Ah 9C3Ch 9C3Eh 125 9C40h 9C42h 9C44h 9C46h 9C48h 9D78h 9D7Ah 9D7Ch 9D7Eh 126 9D80h 9D82h 9D84h 9D86h 9D88h 9EB8h 9EBAh 9EBCh 9EBEh 127 9EC0h 9EC2h 9EC4h 9EC6h 9EC8h 9FF8h 9FFAh 9FFCh 9FFEh VRAM Address (+06000000h)

2) Frame 1

0 1 2 3 4 156 157 158 159 0 A000h A002h A004h A006h A008h A138h A13Ah A13Ch A13Eh 1 A140h A142h A144h A146h A148h A298h A29Ah A29Ch A29Eh 2 A2A0h A2A2h A2A4h A2A6h A2A8h A3B8h A3BAh A3BCh A3BEh 3 A3C0h A3C2h A3C4h A3C6h A3C8h A4F8h A4FAh A4FCh A4FEh 4 A500h A502h A504h A506h A508h A638h A63Ah A63Ch A63Eh

124 13B00h 13B02h 13B04h 13B06h 13B08h 13C38h 13C3Ah 13C3Ch 13C3Eh 125 13C40h 13C42h 13C44h 13C46h 13C48h 13D78h 13D7Ah 13D7Ch 13D7Eh 126 13D80h 13D82h 13D84h 13D86h 13D88h 13EB8h 13EBAh 13EBCh 13EBEh 127 13EC0h 13EC2h 13EC4h 13EC6h 13EC8h 13FF8h 13FFAh 13FFCh 13FFEh VRAM address (+06000000h)

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6.3 OBJ (Object) 6.3.1 OBJ Function Overview

Objects are in character format regardless of the BG mode. However, the number of basic characters that can be defined varies depending on the BG mode.

Item Function Number of display colors 16 colors/16 palettes or 256 colors/1 palette (mixed display possible)

Number of characters 1,024 (16 colors x 16 palettes) : in BG modes 0-2 (8x8 dots) 512 (256 colors x 1 palette) : " 512 (16 colors x 16 palettes) : in BG modes 3-5 256 (256 colors x 1 palette) : " Character size 8x8 - 64x64 dots (12 types)

Max. number per screen 128 (64x64 dot conversion)

Max. number per line 128 (8x8 dot conversion)

Color special effects HV flip, semi-transparency, mosaic, priority specification, OBJ windows

OBJ Display Capability on a Single Line The single-line OBJ display capability shown in the table above, is the capability at maximum efficiency. When the displayed OBJ are arranged continuously from the start of OAM, you can calculate the OBJ display capability on a single line using the following formula:

(Number of H Dots × 4 - 6) / Number of Rendering Cycles = OBJ Displayable on a single line(Max. of 128) The “Number of H Dots” is usually 308 dots, but when the H-Blank Interval OBJ Processing Flag for Register DISPCNT is set to 1, there are 240 dots(Refer to “4 LCD”). “×4” expresses the number of cycles that the OBJ Rendering Circuit can use per one dot. “-6” represents the number of cycles needed for processing before OBJ rendering at the start of the H Line.

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The “Number of Rendering Cycles” and the corresponding number of OBJ displayable for a single line is expressed in the table below.

Number of Rendering Cycles Number of OBJ displayable on single line OBJ H Size Rotation/Scaling Rotation/Scaling Normal OBJ Normal OBJ OBJ OBJ 8 8 26 128 47 16 16 42 76 29 32 32 74 38 16 64 64 138 19 8 128 (double the X 266 X 4 size of 64)

If the number for non-displayed (outside of the screen) OBJ in the OAM is lower than that for displayed OBJ, the bigger the non-displayed OBJ's size is, the less efficient the rendering will be. Please be aware of this problem.

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6.3.2 Character Data Mapping With OBJ character data, the basic character is 8 x 8 dots, and characters between 8 x 8 and 64 x 64 dots can be handled (total of 12 types). The base address of OBJ character data is a fixed VRAM base address. The OBJ character data capacity allocated is either 32 Kbytes or 16 Kbytes, depending on the BG mode (see 5.1.2 "VRAM Memory Map"). There are 2 types of mapping to the character area, and they can be specified in bit [d06] of the DISPCNT register. OBJ is managed by character numbers that are divided by 32 bytes starting with OBJ character database address. 32 bytes is the required capacity to define 1 basic character of 16 colors x 16 palettes. 64 bytes is the required capacity to define 1 basic character of 256 colors x 1 palette.

1) VRAM 2-Dimensional Mapping for OBJ Characters Setting the DISPCNT register bit [d06] to 0 results in the 2-dimensional mapping mode shown in the following figure.

Basic Character 8x8 dots (16 colors/16 palettes)

000H 001H 002H 003H 004H 005H 006H 007H 008H 01BH 01CH 01DH 01EH 01FH 32x32 dots (16 colors/16 palettes) 020H 021H 022H 023H 024H 025H 026H 027H 028H 03BH 03CH 03DH 03EH 03FH 8x16 dots (16 colors/16 palettes)

040H 041H 042H 043H 044H 045H 046H 047H 048H 05BH 05CH 05DH 05EH 05FH

060H 061H 062H 063H 064H 065H 066H 067H 068H 07BH 07CH 07DH 07EH 07FH

080H 081H 082H 083H 084H 085H 086H 087H 088H 09BH 09CH 09DH 09EH 09FH 64x64 dots 16x16 dots (16 colors/16 palettes) (256 colors/1 palette) 0A0H 0A1H 0A2H 0A3H 0A4H 0A5H 0A6H 0A7H 0A8H 0BBH 0BCH 0BDH 0BEH 0BFH

0C0H 0C1H 0C2H 0C3H 0C4H 0C5H 0C6H 0C7H 0C8H 0DBH 0DCH 0DDH 0DEH 0DFH

0E0H 0E1H 0E2H 0E3H 0E4H 0E5H 0E6H 0E7H 0E8H 0FB H 0FCH 0FDH 0FE H 0FFH

100H 101H 102H 103H 104H 105H 106H 107H 108H 11BH 11CH 11DH 11EH 11FH

120H 121H 122H 123H 124H 125H 126H 127H 128H 13BH 13CH 13DH 13EH 13FH

140H 141H 142H 143H 144H 145H 146H 147H 148H 15BH 15CH 15DH 15EH 15FH

160H 161H 162H 163H 164H 165H 166H 167H 168H 17BH 17CH 17DH 17EH 17FH

Character mapping area (character no.in hexadecimal notation) Character name

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[Cautions for Character Name] When a character of 256 colors x 1 palette is displayed during 2 dimensional mapping mode, specifying a character name is limited to even numbers (see OBJ attribute 2 of OAM). So, in most cases when defining a character of 256 colors x 1 palette during 2 dimensional mapping mode, you define it so that a character name is an even number. 2) VRAM 1-Dimensional Mapping for OBJ Characters Setting DISPCNT register bit [d06] to 1 results in the 1-dimensional mapping mode shown in the following figure. The data that comprise a character are stored in contiguous addresses.

VRAM Basic Character With OBJ Character Display OBJ Character Storage Area Unit Image

b20h n+7 n n+1

n+2 n+3 16 x 32-dot character (256 colors x 1 palette format) n+4 n+5

n 1 basic character n+6 n+7 920h 64 bytes 91Fh 8 x 8-dot character 900h (16 colors x 16 palette format) 8FFh n+63 n n+1 n+2 n+3 n+4 n+5 n+6 n+7

n+62 n+8 n+9 n+10 n+11 n+12 n+13 n+14 n+15

n+16 n+17 n+18 n+19 n+20 n+21 n+22 n+23

n+24 n+25 n+26 n+27 n+28 n+29 n+30 n+31 64 x 64-dot character (16 color x 16 palette format) n+32 n+33 n+34 n+35 n+36 n+37 n+38 n+39

n+2 n+40 n+41 n+42 n+43 n+44 n+45 n+46 n+47

n+1 n+48 n+49 n+50 n+51 n+52 n+53 n+54 n+55

1 basic character n n+56 n+57 n+58 n+59 n+60 n+61 n+62 n+63 100h 32 bytes 0FFh 16 x 16-dot character (256 colors x 1 palette format) 000h n Character name

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6.3.3 OAM OBJs are displayed by placing data in OAM. OBJ data for 128 OBJs can be written to internal CPU OAM (addresses 07000000h-070003FFh), and 128 OBJ characters of an arbitrary size can be displayed on the LCD.

OAM Mapping OBJ attributes occupying 48 bits x 128 OBJs can be written to OAM. In addition, when rotation/scaling are performed for an OBJ, a total of 32 instances of rotation/scaling parameter combinations (PA, PB, PC, and PD) can be written to OAM, as shown in the following figure.

OAM 070003FEh Rotation/Scaling Parameter PD-31

Attribute 2

OBJ127 Attribute 1

Attribute 0

Rotation/Scaling Parameter PB-0

Attribute 2

OBJ1 Attribute 1

Attribute 0

Rotation/Scaling Parameter PA-0

Attribute 2

OBJ0 Attribute 1

Attribute 0 07000000h

16 Bits

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OBJ Attribute 0

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00

y-coordinate

Rotation/Scaling Flag 0: OFF 1: ON

Rotation/Scaling Double-Size Flag 0: single-fold 1: double angle

OBJ Mode 00: normal OBL 01: semi-transparent OBJ 10: OBJ window 11: Prohibited code

OBJ Mosaic 0: OFF 1: ON Color Mode 0: 16 colors x 16 palettes 1: 256 colors x 1 palette OBJ Shape 00: Square 01: Horizontal Rectangle 10: Vertical Rectangle 11: Prohibited Code

[d15-14] OBJ Shape Selects the OBJ Character Shape: Square, Horizontal Rectangle, or Vertical Rectangle. 11 is a prohibited code. Please also refer to OBJ size specification for OBJ Attribute 1.

[d13] Color Mode Flag Specifies whether the OBJ data format is 16 colors x 16 palette mode or 256 colors x 1 palette mode.

[d12] OBJ Mosaic Flag Turns mosaic for OBJs on and off.

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[d11-10] OBJ Mode Specifies whether an OBJ is a normal OBJ or a semitransparent OBJ. A normal OBJ is specified by 00, a semi-transparent OBJ by 01, and an OBJ window by 10. A value of 11 is a prohibited code, so care should be taken to prevent this setting. When a semi-transparent OBJ is specified, color special effects processing can be performed. For information on color special effects, see “9 Color Special Effects”. OBJs for which an OBJ window specification is used are not displayed as normal OBJs; dots with non-zero character data are used as the OBJ window.

[d09] Rotation/Scaling Double-Size Flag OBJs are limited in size by the OBJ field (8x8 - 64x64 dots), and the character data may surpass the boundaries of this field when rotated. This problem can be avoided by implementing a pseudo double-size for the OBJ field, by setting the double-size flag to 1. With this setting, the OBJ does not surpass the boundaries of the OBJ field even if the OBJ display is magnified by up to two-fold.

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Example: 64x64 dot OBJ field ® 128x128 dot field displayed with rotation processing. Note, however, that the OBJ display position is shifted. With the double-size flag set to 0, display of the portion protruding from the edges is cut off. Please refer to the following figure.

Normal Display Rotation Display

Magnified (x2) Display Rotation Display (Double-Size object field) (Double-Size object field)

Individual Control of OBJ display It is possible to control the ON and OFF functions of the OBJ display individually by setting in the combination of this double size flag and the rotation/scaling flag of [d08]. In case of (double size flag, rotation/scaling flag) = (1, 0), OBJ is not displayed, but is displayed in other cases.

[d08] Rotation/Scaling Flag Allows rotation processing for the OBJ to be enabled and disabled. With the OBJ rotation/scaling feature enabled by setting this bit to 1, the maximum number of OBJs displayed per line is decreased. Please refer to the description in Section 6.3.1 on OBJ Display Capability on a Single Line.

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Individual Control of OBJ display It is possible to control the ON and OFF functions of the OBJ display individually by setting in the combination of the double size flag for [d09] and this rotation/scaling flag. In case of (double size flag, rotation/scaling flag) = (1, 0), OBJ is not displayed, but is displayed in other cases.

[d07-00] Y-Coordinate Allows the y-coordinate of the OBJ in the display screen to be specified. [Cautions] 160 dots in total (0 - 159) are inside the display screen, and 96 dots in total (160- 255) are outside the display screen (virtual screen). When the vertical size displays a 64 dot OBJ by a double size of character, the size is 128 dots, exceeding the vertical 96 dots for the virtual screen. Therefore, in the range of Y coordinate values of 129 - 159, the lower part of OBJ that is pushed out upwards is displayed. The upper part of OBJ in the lower screen is not displayed (see below).

OBJ Attribute 1 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00

x-coordinate

Rotation/scaling parameter selection 0-31

Horizontal flip flag

Vertical flip flag

OBJ Size

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[d15-14] OBJ Size Linked to the specification of the OBJ size for Attribute 0, the size for the OBJ Character is also specified. For each of the three OBJ shapes, you can set four sizes.

OBJ OBJ Size Shape 00 01 10 11 A 8x8 B 16x16 C 32x32 D 64x64

00 Square

E 16x8 F 32x8 G 32x16 H 64x32

01 Horizontal Rectangle

I 8x16 J 8x32 K 16x32 L 32x64

10 Vertical Rectangle

11 Prohibited Code

[d13] [d12] Vertical and Horizontal Flip Flags Allows the OBJ to be flipped horizontally and vertically. A normal display is produced by a setting of 0 and a flip display by a setting of 1. When the rotation/scaling flag ([d08] of OBJ Attribute 0) is enabled, these bits also can be used as the high-order bits of the rotation/scaling parameter selection.

[d13-09] Rotation/Scaling Parameter Selection The parameters used in OBJ rotation/scaling processing are selected from the 32 parameters registered in OAM.

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[d08-00] X-Coordinate Specifies the x-coordinate of the OBJ on the display screen in the range of 0~511.

OBJ Attribute 2

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00

Character name

Priority Specification Relative to BG 00: 1st priority 01: 2nd priority 10: 3rd priority 11: 4th priority Color Palette No. 16 colors x 16 palettes: 0-15 256 colors x 1 palette: disabled

[d15-12] Color Palette No. When 16 colors x 16 palette format is specified in the color mode bit, these bits specify 1 of the 16 palettes to apply to the character data. When 256 colors x 1 palette format is specified in the color mode bit, these bits are disabled.

[d11-10] Priority Relative to BG Specifies the display priority of the OBJ relative to BG. For information on priority, see section 6.4, Display Priority of OBJ and BG.

[d09-00] Character Name Writes the number of the basic character located at the start of the OBJ character data mapped in VRAM. (See section 6.3.2, Character Data Mapping).

16 colors x 16 palettes (color mode=1) Allows selection of 1,024 characters.

256 colors x 1 palette (color mode=0) Allows selection of 512 characters. Bit 0 fixed at 0 in 2-dimensional mapping mode.

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BG Mode is 3~5 (Bitmap Mode) OBJ character data RAM is halved to 16 KB, so character name numbers 0-511 are disabled and numbers 512 and greater are used.

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6.3.4 OBJ Rotation/Scaling Feature The rotation and scaling feature for OBJ is essentially the same as that for BG. OBJ Character Data Referenced with Rotation

x-axis OBJ Character Data Double-Size Object Field

* * Object Field *

OBJ Center Horizontal Line Before Rotation

dx (distance moved in x direction, same line) = ( 1 / a ) cos q dx dy (distance moved in y direction, same line) = - ( 1 / b ) sin q q dmx (distance moved in x direction, next line) = ( 1 / a ) sin q dy dmy (distance moved in y direction, next line) = ( 1 / b ) cos q y-axis q dmy dmx a: Magnification along x-axis b: Magnification along y-axis

When an OBJ is displayed, the OBJ character data are referenced horizontally, beginning from the left-uppermost position. Rotation display can be achieved by adding an angle to the reference direction. The center of rotation is fixed at the center of the OBJ field. If a reference point surpasses the specified OBJ size, it becomes transparent.

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Operations Used in OBJ Rotation/Scaling Processing

1. Specify the rotation/scaling parameter number to be applied in OBJ Attribute 1 of the OAM.

2. The image-processing circuit sums the increases in the x direction (dx, dy) in relation to the center of rotation (OBJ field center), which serves as reference point, to calculate the x-direction coordinates.

3. When the line is advanced, the increases in the y-direction (dmx, dmy) in relation to the reference point, are summed to calculate the coordinate of the starting point for rendering the next line. The processing in step 2) above, is then performed.

Rotation/Scaling Parameters Specifies the direction of character data reference in OBJ rotation/scaling processing. The values set for PA, PB, PC, and PD are signed, fixed-point numbers (8-bit fractional portion, 7-bit integer portion, 1-bit sign, for a total of 16 bits). These 4 parameters are used together as a single group, which can be placed in any of 32 areas in OAM.

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 PA dx: distance moved in x direction along same line

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 PB dmx: distance moved in x direction along next line

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 PC dy: distance moved in y direction along same line

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 PD dmy: distance moved in y direction along next line

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6.4 Display Priority of OBJ and BG 1) Priority Among BGs Priority among BGs can be set to any of 4 levels. When BGs have the same priority setting, the BG with the lowest BG number is given priority. 2) Priority Among OBJs Priority among OBJs can be set to any of 4 levels. When OBJs have the same priority setting, the OBJ with the lowest OBJ number is given priority. 3) Priority Among BGs and OBJs The priority of each OBJ in relation to the BG can be set to 4 levels. Please refer to the following figure.

BG BG BG BG Backdrop Priority Priority Priority Priority 3 2 1 0

Observer

OBJ OBJ OBJ OBJ Priority Priority Priority Priority 3 2 1 0

The backdrop screen is fixed at the lowest Low Priority HIgh priority.

[Cautions for priority] When orders of OBJ number and OBJ priority are reversed, the display is not right if BG is between the OBJs. Please be cautious not to let this situation occur. Examples of when display is not right: OBJ-No.0 (OBJ priority 2) BG (BG priority 1) OBJ-No.1 (OBJ priority 0)

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7 Color Palettes

7.1 Color Palette Overview The LCD unit of AGB can display 32 levels of red, 32 levels of green, and 32 levels of blue, for a total of 32,768 colors. The number of colors that can be displayed at once varies with the BG mode. See “5.1.1 Details of BG Modes”. Color palettes are used in defining character-format BGs and OBJs. [Note] Bitmap-format BG modes 3 and 5 are not palette formats. See “6.2 Bitmap Mode BGs (BG Modes 3-5)”. Color palettes come in the following two forms.

1) 16 Colors x 16 Palettes This mode provides 16 color palettes, each consisting of 16 colors. Color 0 for OBJ and BG palettes is forcibly allocated to transparent (color specification disabled).

2) 256 Colors x 1 Palette This mode allocates all 256 of its colors to 1 palette. Color data are represented by 15 bits (5 for Red, 5 for Green, and 5 for Blue). Colors can be selected from the total of 32,768. OBJ color 0 and BG color 0 are forcibly allocated to transparent (color specification disabled).

3) Color 0 Transparency Color 0 transparency is used to render the pixels of low-priority OBJs or BGs as transparent. The color specified for color 0 of BG palette 0 is applied to the backdrop, which has the lowest priority.

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7.2 Color Palette RAM OBJs and BGs use separate palettes. The size of palette RAM is large enough (512 bytes) to hold data (16-bit) for up to 256 colors (of 32,768) that can be specified. The memory map of the OBJ and BG palettes is shown in the follow figure.

Palette RAM

050003FFh

OBJ Palette RAM 512 bytes

05000200h 050001FFh

BG Palette RAM 512 bytes

05000000h

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Either of 2 modes (16 colors x 16 palette and 256 colors x 1 palette) can be selected for OBJ and BG. Palette RAM for these modes is referenced as shown in the following figure.

16 Colors x 16 Palettes 256 Colors x 1 Palette

Palette RAM Palette RAM Palette 0 Color 0 Color 0 Palette 1 Color 1 Color 1 Palette 2 Color 2 Color 2 Palette 3 Color 3 Color 3 Palette 4 Color 4 Palette 5 Palette 6 Palette 7 Color 13 Palette 0 Palette 8 Color 14 Palette 9 Color 15 Palette 10 Palette 11 Palette 12 Color 252 Palette 13 Color 253 Palette 14 Color 254 Palette 15 Color 255

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7.3 Color Data Format Allows 1 of 32,768 colors to be specified.

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 B4 B3 B2 B1 B0 G4 G3 G2 G1 G0 R4 R3 R2 R1 R0

Blue Green Red

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8 Window Feature The AGB system can display 2 windows simultaneously. Display of the areas inside and outside the windows can be separately turned on and off. In addition, scrolling and color special effects such as rotation, a blending, and fade-in/fade-out can be performed for each window.

8.1 Window Position Setting The Window Position Setting specifies the upper-left and lower-right coordinates of a rectangular area. These settings specify the window's position and size. When a non-rectangular window is displayed, the values of these registers are updated during H-blanking intervals.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 040h WIN0H Left-upper x-coordinate of window Right-lower x-coordinate of window W 0000h 042h WIN1H

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 044h WIN0V Left-upper y-coordinate of window Right-lower y-coordinate of window W 0000h 046h WIN1V

Window Display Example Window 0 has a higher display priority than Window 1.

Window 0

Window 1

Display Screen

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8.2 Window Control The window control registers control operations such as turning window display on and off. However, the master window display flag of the DISPCNT register has a higher priority than the WININ and WINOUT registers. For information concerning the DISPCNT register, see “5 Image System".

1) Control of Inside of Window The WININ register controls display of the area inside windows 0 and 1. The high-order bits (d13-8) control Window 1, while the low-order bits (d5- 0) control Window 0.

Window 1 Window 0

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 048h WININ OBJ BG3BG2 BG1 BG0 OBJ BG3 BG2BG1 BG0 R/W 0000h

Display Flag Display Flag 0: No display 0: No display 1: Display 1: Display

Color Special Effects Flag Color Special Effects Flag 0: Disable color special effects 0: Disable color special effects 1: Enable color special effects 1: Enable color special effects

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2) Control of Outside of Window and Inside of OBJ Window The WINOUT register controls display of the area outside the window. It controls both windows 0 and 1. In addition, it controls display of the area inside the OBJ window.

OBJ Window Windows 0 and 1

Attributes Initial Value Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 04Ah WINOUT OBJ BG3BG2 BG1 BG0 OBJ BG3 BG2 BG1BG0 R/W 0000h

Display Flag Display Flag 0: No display 0: No display 1: Display 1: Display

Color Special Effects Flag Color Special Effects Flag 0: Disable color special effects 0: Disable color special effects 1: Enable color special effects 1: Enable color special effects

WININ [d12-08][d04-00], WINOUT[d12-08][d04-00] Display Flags Turns display of the OBJ and BG 3-0 on and off. A setting of 0 turns display off, and 1 turns display on.

WININ [d13][d05], WINOUT[d13][d05] Color Special Effects Flags A setting of 0 disables color special effects; 1 enables them. For information on color special effects, see “9 Color Special Effects”.

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9 Color Special Effects The AGB provides the following color special effects. The area where these effects are applied can be limited using a window.

1) a Blending Performs arithmetic operations on 2 selected surfaces and implements processing for 16 levels of semi-transparency. 2) Fade-in/Fade-out Performs arithmetic operations on 1 selected surface and implements processing for 16 levels of brightness.

9.1 Selection of Color Special Effects The types of color special effects and the target pixels, are determined by the BLDCNT register.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 050h BLDCNT BD OBJ BG3BG2 BG1 BG0 BD OBJ BG3 BG2 BG1BG0 R/W 0000h

1st Target Pixel Color Special Effects Setting

2nd Target Pixel

Although color special effects are specified by the BLDCNT register, for a blending, which involves processing between surfaces, the 2 target surfaces must have suitable priorities.

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In addition, semi-transparent OBJs are individually specified in OAM, and color special effects for the OBJ as a whole, are specified in the BLDCNT register. These specifications are summarized in the following table.

BLDCNT Type Color Special Effects Processing d07 d06 0 0 No special effects Normally, color special effects processing is not performed. 16-level semi-transparency processing (a blending) is performed only when a semi-transparent OBJ is present and is followed immediately by a 2nd target screen. 0 1 a blending If the 1st target screen is followed immediately by a 2nd target screen, (Semi-transparency 16-level semi-transparency processing (a blending) is performed. processing) The bits of the backdrop of the 1st target screen should be turned off ([d05]=0). When OBJ = 1 for the 1st target pixel, processing is executed for all OBJs regardless of the OBJ type. When OBJ=0, processing is executed only if the OBJ is semi- transparent. 1 0 Brightness Increase Gradually increases brightness for 1st target screen. The entire screen can gradually be made whiter by setting all bits of the specification for the 1st target screen to 1. When OBJ=1 for the 1st target screen, processing for increased brightness is executed only for normal objects. If a semi-transparent OBJ is the 1st target screen, a blending processing is always executed. 1 1 Brightness Brightness is gradually decreased for the 1st target screen. Decrease The entire screen can gradually be made blacker by setting all bits of the specification for the 1st target screen to 1. When OBJ=1 for the 1st target screen, processing for decreased brightness is performed only for normal objects. If a semi-transparent OBJ is the 1st target screen, a blending processing is always executed.

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9.2 Color Special Effects Processing

Coefficients for Color Special Effects

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value BLD 052h W 0000h ALPHA

Color Special Effects Coefficient EVB Color Special Effects Coefficient EVA

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 054h BLDY W 0000h

Color Special Effects Coefficient EVY

Coefficients used in a blending processing are specified in EVA and EVB of the BLDALPHA register. The coefficient used in processing brightness changes is specified in EVY of the BLDY register. The values of EVA, EVB, and EVY are numbers less than 1 and are obtained by multiplying 1/16 by an integer.

EVA, EVB, EVY Coeff. EVA, EVB, EVY Coeff. 0 0 0 0 0 0 0 1 0 0 0 8/16 0 0 0 0 1 1/16 0 1 0 0 1 9/16 0 0 0 1 0 2/16 0 1 0 1 0 10/16 0 0 0 1 1 3/16 0 1 0 1 1 11/16 0 0 1 0 0 4/16 0 1 1 0 0 12/16 0 0 1 0 1 5/16 0 1 1 0 1 13/16 0 0 1 1 0 6/16 0 1 1 1 0 14/16 0 0 1 1 1 7/16 0 1 1 1 1 15/16 1 X X X X 16/16

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The color special effects arithmetic expressions that use the coefficients are shown below. 1. a Blending (16 levels of semi-transparency) Operations Display color (R) = 1st pixel color (R) ×EVA + 2nd pixel color (R)×EVB Display color (G) = 1st pixel color (G) ×EVA + 2nd pixel color (G) ×EVB Display color (B) = 1st pixel color (B) ×EVA + 2nd pixel color (B) ×EVB

2. Brightness Increase Operations Display color (R) = 1st pixel (R) + (31 - 1st pixel (R) ) ×EVY Display color (G) = 1st pixel (G) + (63 - 1st pixel (G) ) ×EVY Display color (B) = 1st pixel (B) + (31 - 1st pixel (B) ) ×EVY

3. Brightness Decrease Operations Display color (R) = 1st pixel (R) - 1st pixel (R) ×EVY Display color (G) = 1st pixel (G) - 1st pixel (G) ×EVY Display color (B) = 1st pixel (B) - 1st pixel (B) ×EVY

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10 Sound In addition to 4 channels of CGB-compatible sound, AGB has 2 channels of direct sound. 1. Direct Sounds A and B Provides playback of linear 8-bit audio data. Uses the timer and DMA. 2. Sound 1 Allows generation of rectangular waveforms with sweep (frequency change) and envelope (volume change) functions. 3. Sound 2 Allows generation of rectangular waveforms with envelope functions. 4. Sound 3 Allows playback of any waveform recorded in waveform RAM. Waveform RAM in AGB has double the capacity of that in CGB. 5. Sound 4 Can generate white noise with the envelope function.

The synthesis ratio of sounds 1-4 to direct sound can be specified.

10.1 Sound Block Diagram

Sound 1 4 ® 9bit R/L 1-Fold Sound 2 4 ® 9bit Selection / 2-Fold Sound 3 4 ® 9bit & Addition / 4-Fold Sound 4 4 ® 9bit

R/L Selection Direct Sound A & FIFO A DMA1 8 ® 9bit 1-Fold/2-Fold Addition (8 Words)

Direct Sound B FIFO B DMA2 8 ® 9bit 1-Fold/2-Fold (8 Words)

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10.2 Direct Sounds A and B Direct sounds have 2 channels, A and B. Linear 8-bit audio data can be played back. The audio data are set to a bias level of 00h and are 8-bit data (+127 to -128), obtained by 2’s complement. Audio data are transferred sequentially to the sound FIFO (8-word capacity), using the sound FIFO transfer mode of DMA 1 and 2. The sampling rate can be set to an arbitrary value using timers 0 and 1.

Sound FIFO Input Register

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 0A0h FIFO_A_L Sound Data 1 Sound Data 0 W - 0A4h FIFO_B_L

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 0A2h FIFO_A_H Sound Data 3 Sound Data 2 W - 0A6h FIFO_B_H

Sound Data All sounds are PWM modulated (refer to 10.8 “Sound PWM Control”) at the final portion of the Sound Circuit. Therefore, if you match the 8 bit audio data sampling frequency and the timer settings with the PWM modulation sampling frequency, a clean sound can be produced.

The following operations are repeated for direct sound. Preparing to Use Direct Sound 1. Using sound control register SOUNDCNT_H (refer to 10.7 “Sound Control”), select the timer channel to be used (0 or 1). 2. Using sound control register SOUNDCNT_H, do a 0 clear with FIFO A and FIFO B, and initialize the sequencer. 3. In cases of producing a sound immediately after starting the direct sound, write the first 8 bits of linear audio data to the FIFO with a CPU write. 4. Specify the transfer mode for DMA 1 or 2 (see 12.2 “DMA 1 and 2”). 5. Specify the direct sound outputs settings in the sound control register. 6. Start the timer.

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With the preceding preparations, direct sound is executed as follows. Direct Sound Execution 1. When the specified timer overflows due to a count up, the audio data are passed from the FIFO to the sound circuit. 2. If 4 words of data remain in the FIFO as the transfer count progresses, the FIFOs for direct sounds A and B output a data transfer request to the specified DMA channel. 3. If the DMA channel receiving the request is in sound FIFO transfer mode, 4 words of data are provided to the sound FIFO (the DMA WORD COUNT is ignored). The preceding is repeated starting from 1.

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10.3 Sound 1 Sound 1 is a circuit that generates rectangular waveforms with sweep (frequency change) and envelope (volume change) functions. The contents of NR10, NR11, NR12, NR13, and NR14 for Sound 1, conform with those of CGB.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Intial Value SOUND1 060h NR10 R/W 0000h CNT_L

No. of sweep shifts 0-7

Sweep Increase/Decrease 0: Addition (increase frequency) 1: Decrease (decrease frequency)

Sweep time

SOUND1CNT_L [d06 - 04] Sweep Time These bits specify the interval for frequency change.

Setting Sweep Time 000 Sweep OFF 001 1/f128 (7.8 ms) 010 2/f128 (15.6 ms) 011 3/f128 (23.4 ms) 100 4/f128 (31.3 ms) 101 5/f128 (39.1 ms) 110 6/f128 (46.9 ms) 111 7/f128 (54.7 ms) (f128=128Hz)

SOUND1CNT_L [d03] Sweep Increase/Decrease Specifies whether the frequency increases or decreases. When the sweep function is not used, the increase/decrease flag should be set to 1.

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SOUND1CNT_L [d02 - 00] Number of Sweep Shifts Specifies the number of sweeps. The frequency data with a single shift are determined according to the following formula, with f(t) signifying the frequency after a shift and f(t-1) the frequency before the shift.

f f = f ± (t-1) (t) (t-1) 2n

f (0) = Initial frequency data

If the addition according to this formula produces a value consisting of more than 11 bits, sound output is stopped and the Sound 1 ON flag (bit 0) of NR52 is reset. With subtraction, if the subtrahend is less than 0, the pre-subtraction value is used. However, if the specified setting is 0, shifting does not occur and the frequency is unchanged.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value SOUND1 062h NR12 NR11 R/W 0000h CNT_H

Sound Length 0-63 Waveform duty cycle

No. of Envelope Steps 0-7 Envelope Increase/Decrease 0: Attenuate 1: Amplify Envelope initial value

SOUND1CNT_H [d15 - 12] Envelope Initial-Value Allows specification of any of 16 levels ranging from maximum to mute.

SOUND1CNT_H [d11] Envelope Increase/Decrease Specifies whether to increase or decrease the volume.

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SOUND1CNT_H [d10 - 08] Number of Envelope Steps Sets the length of each step of envelope amplification or attenuation. With n the specified value, the length of 1 step (steptime) is determined by the following formula. 1 steptime = n ´ (sec) 64 When n = 0, the envelope function is turned off.

SOUND1CNT_H [d07 - 06] Waveform Duty Cycle Specifies the proportion of amplitude peaks for the waveform.

Setting Duty Cycle Waveform

00 12.5%

01 25.0%

10 50.0%

11 75.0%

SOUND1CNT_H [d05 - 00] Sound Length With st signifying the sound length, the length of the output sound is determined by the following formula. 1 time = (64 - st) ´ (sec) 256

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Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SOUND1 064h NR14 NR13 R/W 0000h CNT_X

Sound Length Flag 0: Continuous Frequency Data 1: Counter Initializaton Flag

SOUND1CNT_X [d15] Initialization Flag A setting of 1 causes Sound 1 to restart. When the sweep function is used, set the initialization flag again after an interval of 8 clocks or more. SOUND1CNT_X [d14] Sound Length Flag When 0, sound is continuously output. When 1, sound is output for only the length of time specified for the sound length in NR11. When sound output ends, the Sound 1 ON flag of NR52 is reset. SOUND1CNT_X [d10 - 00] Frequency Data With fdat signifying the frequency, the output frequency (f) is determined by the following formula.

4194304 f = Hz 4 ´ 23 ´(2048 - fdat)

Thus, the specifiable range of frequencies is 64 to 131.1 KHz. [Sound 1 Usage Notes] 1. When the sweep function is not used, the sweep time should be set to 0 and the sweep increase/decrease flag should be set to 1. 2. If sweep increase/decrease flag of NR10 is set to 0, the number of sweep shifts set to a non-zero value, and sweep OFF mode is set, sound production may be stopped. 3. When a value is written to the envelope register, sound output becomes unstable before the initialization flag is set. Therefore, set initialization flag immediately after writing a value to the envelope register. 4. For sound 1, if you change the frequency when selecting a consecutive operation mode (sound length flag of NR14 is 0), always set 0 for the data of sound length (lower 6 bits of NR11) after setting the frequency data. If 0 is not set, sound may stop prematurely. 5. If the Sound 1 initialization flag is set when the sweep function is used, always set the initialization flag again after an interval of 8 clocks or more. Unless the initialization flag is set twice with an interval of 8 clocks or more, the sound may not be heard.

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10.4 Sound 2 Sound 2 is a circuit that generates rectangular waveforms with envelope functions. The contents of NR21, NR22, NR23, NR24 for Sound 2, conform with those of CGB.

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SOUND2 068h NR22 NR21 R/W 0000h CNT_L

Sound Length 0-63 Waveform Duty Cycle

No. of Envelope Steps 0-7 Envelope Increase/Decrease 0: Attenuate 1: Amplify Envelope Initial-Value

SOUND2CNT_L [d15 - 12] Envelope Initial-Value Allows specification of any one of 16 levels ranging from maximum to mute.

SOUND2CNT_L [d11] Envelope Increase/Decrease Specifies whether volume will increase or decrease.

SOUND2CNT_L [d10 - 08] Number of Envelope Steps Sets the length of 1 step of envelope amplification or attenuation. With n signifying the value specified, the length of 1 step (step time) is determined by the following formula.

1 steptime = n ´ (sec) 64

When n=0, the envelope function is turned off.

SOUND2CNT_L [d07 - 06] Waveform Duty Cycle Specifies the proportion of waveform amplitude peaks.

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SOUND2CNT_L [d05 - 00] Sound Length With st signifying the sound length data, the length of the output sound is determined by the following formula.

1 time = (64 - st) ´ (sec) 256

Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value SOUND2 06Ch NR24 NR23 R/W 0000h CNT_H

Sound Length 0: Continuous Frequency Data 1: Counter Initialization Flag

SOUND2CNT_H [d15] Initialization Flag A setting of 1 causes Sound 2 to be restarted.

SOUND2CNT_H [d14] Sound Length Continuous sound output with 0; with 1, sound output only for the time specified in the sound length data of NR21. When sound output ends, the Sound 2 ON flag of NR52 is reset.

SOUND2CNT_H [d10 - 00] Frequency Data With fdat signifying the frequency data, the output frequency is determined by the following formula.

4194304 f = (Hz) 4 ´ 23 ´ (2048 - fdat )

Thus, the frequency range that can be specified is 64 to 131.1 KHz.

[Sound 2 Usage Note] 1. When a value is written to the envelope register, sound output becomes unstable before the initialization flag is set. Therefore, set initialization flag immediately after writing a value to the envelope register. 2. For sound 2, if you change the frequency when selecting a consecutive operation mode (Reset sound length flag of NR24), always set 0 for data of sound length (lower 6 bits of NR21) after setting frequency data. If 0 is not set, sound may stop prematurely.

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10.5 Sound 3 The Sound 3 circuit outputs arbitrary waveforms and can automatically read waveform patterns (1 cycle) in waveform RAM and output them while modifying their length, frequency, and level. The capacity of the waveform RAM of Sound 3 in AGB (total of 64 steps) is twice that in CGB, and can be used as 2 banks of 32 steps or as 64 steps. In addition, a new output level of 3/4 output can now be selected. The contents of NR30, NR31, NR32, NR33, NR34 for Sound 3, add the functionalities listed above to those of CGB.

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Address Register Attributes Initial Value 070h SOUND3 NR30 R/W 0000h CNT_L

Waveform RAM Data Association Spec. 0: 32 Steps 1: 64 Steps

Waveform RAM Bank Specification 0: Bank 0 1: Bank 1

Sound Output Flag 0: Stop Output 1: Output

SOUND3CNT_L [d07] Sound Output Flag Sound output stops when 0; sound output occurs when 1.

SOUND3CNT_L [d06] Waveform RAM Bank Specification Two banks of waveform RAM are provided, banks 0 and 1. The Sound 3 circuit plays the waveform data in the specified bank. When waveform RAM is accessed by the user, the bank not specified is accessed.

SOUND3CNT_L [d05] Waveform RAM Data Association Specification When 0 is specified, 32-step waveform pattern is constructed under normal operation. With a setting of 1, the data in the bank specified by NR30 [d06] (waveform RAM bank specification) is played, followed immediately by the data in the back bank. The front bank 32 steps and the back bank 32 steps combine to form a waveform pattern with a total of 64 steps.

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Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value SOUND3 072h NR31NR32 R/W 0000h CNT_H

Output Level Selection Sound Length 0-255 Forced 3/4 Output Level Spec. Flag

SOUND3CNT_H [d15] Forced 3/4 Output Level Specification Flag With 0 specified, the output level specified in NR32 [d14-13] is used. A setting of 1 forces a 3/4 output level regardless of the setting in NR32 [d14-13].

SOUND3CNT_H [d14 - 13] Output Level Selection The Sound 3 output-level selections are as shown in the following table.

Setting Output Level 00 Mute 01 Outputs the waveform RAM data unmodified. 10 Outputs the waveform RAM data with the contents right-shifted 1 bit (1/2). 11 Outputs the waveform RAM data with the contents right-shifted 2 bits (1/4).

SOUND3CNT_H [d07 - 00] Sound Length The sound length, time, is determined by the following formula, with st signifying the sound-length setting.

1 time =()256 -st ´ (sec) 256

Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value SOUND3 074h NR33NR34 R/W 0000h CNT_X

Sound Length Flag 0: Continuous Frequency Data 1: Counter Initializaton Flag

SOUND3CNT_X [d15] Initialization Flag When SOUND3CNT_L [d07] is 1, a setting of 1 in this bit causes Sound 3 to restart.

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SOUND3CNT_X [d14] Sound Length Flag When 0, sound is continuously output. When 1, sound is output for only the length of time specified for the sound length in NR31. When sound output ends, the Sound 2 ON flag of NR52 is reset.

SOUND3CNT_X [d10 - 00] Frequency Data With fdat signifying the frequency, the output frequency (f) is determined by the following formula.

4194304 f = Hz 4´23 ´(2048- fdat)

Thus, the specifiable range of frequencies is 64 to 131.1 KHz.

[Sound 3 Usage Note] 1. When changing the frequency during Sound 3 output, do not set the initialization flag. The contents of waveform RAM may be corrupted. With sounds 1, 2 , and 4, the initialization flag can be set without problems. 2. For sound 3, if you change the frequency when selecting a consecutive operation mode (Reset the sound length flag of NR34), always set 0 for the data of sound length (NR31) after setting the frequency data. If 0 is not set, sound may stop prematurely.

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Waveform RAM Waveform RAM consists of a 4-bit x 32-step waveform pattern. It has 2 banks, with [d06] of SOUND3CNT_L used for bank specification. The Sound 3 circuit plays the waveform data specified by the bank setting, while the waveform RAM not specified is the waveform RAM accessed by the user.

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Address Register Attributes Initial Value 090h WAVE_ Step 2 Step 3 Step 0 Step 1 R/W - RAM0_L

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value Address Register 092h WAVE_ Step 6 Step 7 Step 4 Step 5 R/W - RAM0_H

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Address Register Attributes Initial Value 094h WAVE_ Step 10 Step 11 Step 8 Step 9 R/W - RAM1_L

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value Address Register 096h WAVE_ Step 14 Step 15 Step 12 Step 13 R/W - RAM1_H

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value Address Register 098h WAVE_ Step 18 Step 19 Step 16 Step 17 R/W - RAM2_L

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Address Register Attributes Initial Value 09Ah WAVE_ Step 22 Step 23 Step 20 Step 21 R/W - RAM2_H

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value Address Register 09Ch WAVE_ Step 26 Step 27 Step 24 Step 25 R/W - RAM3_L

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 09Eh WAVE_ Step 30 Step 31 Step 28 Step 29 R/W - RAM3_H

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10.6 Sound 4 Sound 4 is a circuit that generates white noise with the envelope function. The contents of NR41, NR42, NR43, and NR44 for Sound 4 conform with those of CGB.

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SOUND4 078h NR42 NR41 R/W 0000h CNT_L

Sound Length 0-63

No. of Envelope Steps 0-7 Envelope Increase/Decrease 0: Attenuate 1: Amplify Envelope Initial-Value

SOUND4CNT_L [d15 - 12] Envelope Initial-Value Allows specification of any of 16 levels ranging from maximum to mute.

SOUND4CNT_L [d11] Envelope Increase/Decrease Specifies whether to increase or decrease the volume.

SOUND4CNT_L [d10 - 08] Number of Envelope Steps Sets the length of each step of envelope amplification or attenuation. With n the specified value, the length of 1 step (steptime) is determined by the following formula.

1 steptime = n ´ (sec) 64

When n = 0, the envelope function is turned off.

SOUND4CNT_L [d05 - 00] Sound Length With st signifying the sound length, the length of the output sound is determined by the following formula. 1 time = (64 - st ) ´ (sec) 256

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Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value SOUND4 07Ch NR44 NR43 R/W 0000h CNT_H

Sound Length Flag Dividing Ratio Freq. 0: Continuous Selection 1: Counter Polynomial Counter Step Initialization Number Selection 0: 15 steps 1: 7 steps Polynomial Counter Shift Clock Freq. Selection

SOUND4CNT_H [d15] Initialization Flag A setting of 1 causes Sound 4 to be restarted.

SOUND4CNT_H [d14] Sound Length Continuous sound output with 0; with 1, sound output only for the time specified in the sound length data of NR41. When sound output ends, the Sound 4 ON flag of NR52 is reset.

SOUND4CNT_H [d07 - 04] Polynomial Counter Shift Clock Frequency Selection With n signifying the specified value, the shift clock frequency (shiftfreq) is selected as shown in the following formula.

1 shiftfreq = dividing ratio frequency ´ 2(n+1)

However, %1110 and %1111 are prohibited codes.

SOUND4CNT_H [d03] Polynomial Counter Step Number Selection A value of 0 selects 15 steps; 1 selects 7 steps.

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SOUND4CNT_H [d02 - 00] Dividing Ratio Frequency Selection Selects a 14-step prescalar input clock to produce the shift clock for the polynomial counter. With f=4.194304 MHz, selection is as shown in the following table.

Setting Dividing Ratio Frequency 000 fx1/23x2 001 fx1/23x1 010 fx1/23x(1/2) 011 fx1/23x(1/3) 100 fx1/23x(1/4) 101 fx1/23x(1/5) 110 fx1/23x(1/6) 111 fx1/23x(1/7)

[Sound 4 Usage Note] When a value is written to the envelope register, sound output becomes unstable before the initialization flag is set. Therefore, set initialization flag immediately after writing a value to the envelope register.

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10.7 Sound Control The output ratio for direct sound and sound can be set using the SOUNDCNT_H register. Final sound control can be achieved with the SOUNDCNT_L register. NR50 and NR51 are each based on their counterparts in CGB.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value SOUND 080h NR51 NR50 R/W 0000h CNT_L

L Output Level R Output Level 0-7 0-7

Sound 1 R Output Flag Sound 2 R Output Flag Sound 3 R Output Flag Sound 4 R Output Flag

Sound 1 L Output Flag Sound 2 L Output Flag Sound 3 L Output Flag Sound 4 L Output Flag

SOUNDCNT_L [d15 - 12] L Output Flag for each Sound No output of that sound to L when 0. Output of that sound to L when 1.

SOUNDCNT_L [d11 - 08] R Output Flag for each Sound No output of that sound to R when 0. Output of that sound to R when 1.

SOUNDCNT_L [d06 - 04] L Output Level L output level can be set to any of 8 levels. However, there is no effect on direct sound.

SOUNDCNT_L [d02 - 00] R Output Level R output level can be set to any of 8 levels. However, there is no effect on direct sound.

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Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value SOUND 084h NR52 R/W 0000h CNT_X

Sound 1 Operation Flag 0: Halt 1: Operate

Sound 2 Operation Flag 0: Halt 1: Operate

Sound 3 Operation Flag 0: Halt 1: Operate

Sound 4 Operation Flag 0: Halt 1: Operate

All Sounds Operation Flag 0: Halt 1: Operate

SOUNDCNT_X [d07] All Sounds Operation Flag The master flag that controls whether sound functions as a whole are operating. A setting of 0 halts all sound functions including direct sound, producing a mute state. In this situation, the contents of all the Sound mode registers are reset. Always set all the sound operation flags to 1 when setting each sound mode register. You cannot set each sound mode register when all the sound is stopped.

SOUNDCNT_X [d03, d02, d01, d00] Sound Operation Flags Each sound circuit’s status can be referenced. Each sound is set during output, and when in counter mode it is reset after the time passes which was set up with the length data.

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Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value SOUND 082h R/W 0000h CNT_H

Output Ratio for Synthesis of Sounds 1-4 00: 1/4 Output 01: 1/2 Output 10: Full Range 11: Prohibited Code

Output Ratio for Direct Sound A 0: 1/2 Full Range 1: Full Range

Output Ratio for Direct Sound B 0: 1/2 Full Range 1: Full Range

R Output of Direct Sound A 0: No output to R 1: Output to R

L Output of Direct Sound A 0: No output to L 1: Output to L

Timer Selection for Direct Sound A 0: Timer 0 1: Timer 1

Direct Sound FIFO A Clear and Sequencer Reset

R Output of Direct Sound B 0: No output to R 1: Output to R

L Output of Direct Sound B 0: No output to L 1: Output to L

Timer Selection for Direct Sound B 0: Timer 0 1: Timer 1

Direct Sound FIFO B Clear and Sequencer Reset

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SOUNDCNT_H [d15],[d11] FIFO Clear and Sequencer Reset for Each Direct Sound With direct sound the sequencer counts the number of times data is transmitted from FIFO to the mixing circuit. A setting of 1 resets the FIFO and sequencer used for each direct sound. When this bit is read, 0 is returned.

SOUNDCNT_H [d14],[d10] Timer Selection for Each Direct Sound Specifies the timer used for each direct sound. A setting of 0 selects timer 0, and 1 selects timer 1. The same timer can be specified for both direct sounds (A and B).

SOUNDCNT_H [d13],[d09] L Output for Each Direct Sound Controls the output to L for each direct sound. A setting of 0 results in no output to L; a setting of 1 causes output to L.

SOUNDCNT_H [d12],[d08] R Output for Each Direct Sound Controls the output to R for each direct sound. A setting of 0 results in no output to R; a setting of 1 causes output to R.

SOUNDCNT_H [d03],[d02] Output Ratio for Each Direct Sound Selects the output level for each direct sound. A setting of 0 produces output that is 1/2 of full range. A setting of 1 results in full-range output.

SOUNDCNT_H [d01 - 00] Output Ratio for Synthesis of Sounds 1-4 Specifies the output level for the synthesis of sounds 1-4. A setting of 00 results in output that is 1/4 of full range. A setting of 01 results in output that is 1/2 of full range. A setting of 10 results in full-range output. A setting of 11 is a prohibited code.

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10.8 Sound PWM Control Bit modulation format PWM is used in the AGB sound circuit. When no sound is produced, the duty waveform is output, and bias voltage is provided. The PWM circuit is stopped when the setting for duty is 0h. This register uses system ROM. This can be the cause of errors, therefore be careful not to write to this register.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value SOUND R/W 0200h 088h BIAS

Amplitude Resolution/Sampling Cycle Bias Levels

SOUNDBIAS [d15 - 14] Amplitude Resolution/Sampling Cycle This sets the amplitude resolution and sampling cycle frequency during PWM modulation. The DMG compatible sound is input at 4 bits/130.93KHz so in order to have accurate modulation the sampling frequency must be set high. Direct sound will arbitrarily decide the sampling frequency based on the timer setting. By using the sampling frequencies listed in the table below, an accurate modulation can be done. Thus, in order to increase authenticity of sound, the amplitude resolution needs to be set higher. When producing both compatible sound and direct sound find a value that will work for both and set this.

Setting Amplitude Sampling Resolution Frequency 00 9bit 32.768KHz 01 8bit 65.536KHz 10 7bit 131.072KHz 11 6bit 262.144KHz

PWM Conversion Image Input Waveform(Waveform PWM Modulation CPU Output Waveform Composition for All Sounds) Amplitude Resolution

Time Base Resolution (Sampling Frequency)

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SOUNDBIAS[d09-00] Bias Level This is used by system ROM. Please do not change this value, as it may cause errors.

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11 Timer AGB is equipped with 4 channels of 16 bit timers. Of these, timers 0 and 1 can be used to set the interval for the supply of data from the FIFO(s) for direct sounds A and B. This interval is set by timer overflow.

1) Timer Setting

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value 100h TM0CNT_L R/W 0000h 104h TM1CNT_L 108h TM2CNT_L 10Ch TM3CNT_L

2) Timer Control

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Initial Value 102h TM0CNT_H Attributes 106h TM1CNT_H R/W 0000h 10Ah TM2CNT_H 10Eh TM3CNT_H Prescalar Selection Count-up Timing

Interrupt Request Enable Flag 0: Disable 1: Enable Timer Operation Flag 0: Disable 1: Enable

TM*CNT_H [d07] Timer Operation Flag Starts and stops the timer. A setting of 0 stops the timer, and a setting of 1 starts it.

TM*CNT_H [d06] Interrupt Request Enable Flag Controls whether an interrupt request flag is generated by an overflow. No interrupt is generated with a setting of 0. An overflow does generate an interrupt if the setting is 1.

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TM*CNT_H [d02] Count-Up Timing With a setting of 0, count-up is performed in accordance with the prescalar specification in [d01-00]. With a setting of 1, overflow of the timer channel one number lower starts a count-up regardless of the prescalar specification. This mode is suitable for purposes such as time measurement over relatively long periods. The count-up timing specification is disabled for Timer 0, which counts up in accordance with the prescalar specification.

TM*CNT_H [d01 - 00] Prescalar Selection Allows selection of a prescalar based on the system clock (16.78MHz).

Setting Prescalar (Count-Up Interval) 00 System clock (59.595 ns) 01 64 cycles of system clock ( 3.814 ms) 10 256 cycles of system clock (15.256 ms) 11 1024 cycles of system clock (61.025 ms)

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12 DMA Transfer AGB has 4 DMA transfer channels. The highest priority of these channels is DMA0, followed in order by DMA1, DMA2, and DMA3. If a DMA with a higher priority than the currently executing DMA begins execution, the execution of the current DMA is temporarily halted, and the DMA with the higher priority is executed. Once this DMA finishes, the original DMA resumes execution from where it was halted. Thus, the most appropriate uses of each DMA channel are those described below.

Ø DMA 0 Because this has the highest priority, it is not interrupted by other DMA channels. Thus, it is used for reliable processing over a limited period, as is required for purposes such as horizontal-blanking DMA.

Ø DMA 1 and DMA 2 These are used for direct sound functions, which require relatively high priority, or for general-purpose transfers.

Ø DMA 3 This is used for the most general types of transfers.

Perform the following settings when using DMA. 1. Specify the transfer source address in the source address register. 2. Specify the transfer destination address in the destination address register. 3. Set the number of data items in the word-count register. 4. Specify the transfer method to be used in the DMA control register.

[Cautions for DMA] When transferring data to OAM or OBJ VRAM by DMA during H-blanking, the H-blank must first be freed from OBJ display hardware processing periods using the DISPCNT register. (See “5 Image System”.)

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12.1 DMA 0 DMA 0 allows different areas of internal memory in the main unit to access one another. It has the highest priority of the DMA channels. 1) Source Address Specifies the source address using 27 bits. The area 00000000h-07FFFFFFh (internal memory area of main unit) can be specified.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value DMA0 0B0h W 0000h SAD_L

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value DMA0 0B2h W 0000h SAD_H

2) Destination Address Specifies the destination address using 27 bits. The area 00000000h-07FFFFFFh (internal memory area of main unit) can be specified.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value DMA0 0B4h W 0000h DAD_L

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value DMA0 0B6h W 0000h DAD_H

3) Word Count Specifies the number of bytes transferred by DMA0, using 14 bits. The number can be specified in the range 0001h~3FFFh~0000h (when 0000h is set, 4000h bytes are transferred). Thus, in 16-bit data transfer mode, up to 4000h x 2=8000h bytes can be transferred, and in 32-bit data transfer mode, up to 4000h x 4=10000h bytes can be transferred.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value DMA0 0B8h W 0000h CNT_L

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4) DMA Control

Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value DMA0 0BAh R/W 0000h CNT_H

Destination Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Increment/Reload after Transfer

Source Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Prohibited Code

DMA Repeat 0: OFF 1: ON

DMA Transfer Type 0: 16-bit Transfer 1: 32-bit Transfer

DMA Start Timing 00: Start Immediately 01: Start in a V-blank Interval 10: Start in an H-blank Interval 11: Prohibited Code

Interrupt Request Enable Flag 0: Disable 1: Enable

DMA Enable Flag 0: OFF 1: ON

DMA0CNT_H [d15] DMA Enable Flag A setting of 0 disables DMA. A setting of 1 enables DMA, and after the transfer is completed the source and destination registers are restored to their last values. [Note] Delay of 2 waits will occur before DMA is activated after this flag is set. Accessing DMA related registers during this time may cause a DMA malfunction. Do another process or insert a dummy load command instead.

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DMA0CNT_H [d14] Interrupt Request Enable Flag Enables an interrupt request to be generated when DMA transfer of the specified word count has been completed. No request is generated with a setting of 0; a request is generated with a setting of 1. DMA0CNT_H [d13 - 12] DMA Startup Timing The timing of the DMA transfer can selected from the following options.

Setting DMA Startup Timing 00 Start immediately 01 Start during a V-blanking interval Starts at the beginning of a V-blanking interval (approximately 4.993 ms). 10 Start during a H-blanking interval Starts at the beginning of a H-blanking interval (approximately 16.212 ms). If this accompanies OAM access, the H-blanking interval must first be freed of OBJ display hardware processing periods. (See “5 Image System”.) 11 Prohibited Code

DMA0CNT_H [d10] DMA Transfer Type Sets the bit length of the transfer data. With a setting of 0, the data are transferred by DMA in 16-bit (half-word) units. With a setting of 1, the data are transferred by DMA in 32-bit (word) units.

DMA0CNT_H [d09] DMA Repeat With the DMA repeat function set to ON, if V-blanking or H-blanking intervals are selected as the timing of DMA startup, DMA is restarted when the next startup condition occurs (a V-blank or H-blank). In this mode, restarting will continue as long as the DMA enable flag is not set to 0. When the DMA repeat function is set to OFF, DMA halts as soon as the amount of data specified by the value in the word-count register has been transferred.

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DMA0CNT_H [d08] Source Address Control Flag Control of the source address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. 11 is a prohibited code. DMA0CNT_H [d07] Destination Address Control Flag Control of the destination address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. A setting of 11 causes an increment and after all transfers end, a reload(The setting is returned to what it was when the transfer started) is done.

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12.2 DMA 1 and 2 DMA channels 1 and 2 provide access between the Game Pak bus/internal memory of the main unit and internal memory of the main unit, or between the Game Pak bus/internal memory of the main unit and the direct sound FIFO. Transfers to direct- sound FIFO can be accomplished only by using DMA 1 and 2.

1) Source Address Specifies the source address using 28 bits. The area 00000000h-0FFFFFFFh can be specified. Address Register Attributes Initial 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 0BCh DMA1SAD_L W 0000h 0C8h DMA2SAD_L

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 0BEh DMA1SAD_H W 0000h 0CAh DMA2SAD_H

2) Destination Address Specifies the destination address using 27 bits. The area 00000000h-07FFFFFFh (internal memory area of main unit) can be specified. Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value 0C0h DMA1DAD_L W 0000h 0CCh DMA2DAD_L

Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value 0C2h DMA1DAD_H W 0000h 0CEh DMA2DAD_H

3) Word Count Specifies the number of bytes transferred by DMA 1 and DMA 2, using 14 bits. The number can be specified in the range 0001h~3FFFh~0000h (when 0000h is set, 4000h bytes are transferred). Thus, in 16-bit data transfer mode, up to 4000h x 2=8000h bytes can be transferred, and in 32-bit data transfer mode, up to 4000h x 4=10000h bytes can be transferred.

Address Register Attributes Initial 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 0C4h DMA1CNT_L W 0000h 0D0h DMA2CNT_L The word-count register setting is disabled in direct-sound FIFO transfer mode. With each request received from sound FIFO, 32 bits x 4 words of sound data are transferred.

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4) DMA Control

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 0C6h DMA1CNT_H R/W 0000h 0D2h DMA2CNT_H

Destination Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Increment/Reload after Transfer

Source Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Prohibited Code

DMA Repeat 0: OFF 1: ON

DMA Transfer Type 0: 16-bit Transfer 1: 32-bit Transfer

DMA Start Timing 00: Start Immediately 01: Start in a V-blank Interval 10: Start in an H-blank Interval 11: Prohibited Code

Interrupt Request Enable Flag 0: Disable 1: Enable

DMA Enable Flag 0: OFF 1: ON

DMA(1,2)CNT_H [d15] DMA Enable Flag A setting of 0 disables the DMA function. A setting of 1 enables DMA, and after the transfer is completed the source and destination registers are restored to their last values. [Note] Delay of 2 waits will occur before DMA is activated after this flag is set. Accessing DMA related registers during this time may cause a DMA malfunction. Do another process or insert a dummy load command instead.

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DMA(1,2)CNT_H [d14] Interrupt Request Enable Flag Enables an interrupt request to be generated when DMA transfer of the specified word count has been completed. No request is generated with a setting of 0; a request is generated with a setting of 1. DMA(1,2)CNT_H [d13 - 12] DMA Startup Timing The timing of the DMA transfer can be selected from the following options.

Setting DMA Startup Timing 00 Start Immediately 01 Start During a V-blanking interval Starts at the beginning of a V-blanking interval (approximately 4.993 ms). 10 Start During a H-blanking interval Starts at the beginning of a H-blanking interval (approximately 16.212 ms). If this accompanies OAM access, the H-blanking interval must first be freed of OBJ display hardware processing periods. (See “Chapter 5, Image System”.) 11 Start When Request Generated by Direct-Sound FIFO Starts when a request is received form direct-sound FIFO. Specify sound FIFO as the destination address. Also, set the DMA repeat function [d09] to ON.

DMA(1,2)CNT_H [d10] DMA Transfer Type Sets the bit length of the transfer data. With a setting of 0, the data are transferred by DMA in 16-bit (half-word) units. With a setting of 1, the data are transferred by DMA in 32-bit (word) units. In direct-sound FIFO transfer mode, the data are transferred in 32-bit units.

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DMA(1,2)CNT_H [d09] DMA Repeat With the DMA repeat function set to ON, if V-blanking or H-blanking intervals are selected as the timing of DMA startup, DMA is restarted when the next startup condition occurs (a V-blank or H-blank). In this mode, restarting will continue as long as the DMA enable flag is not set to 0. When the DMA repeat function is set to OFF, DMA halts as soon as the amount of data specified by the value in the word-count register has been transferred. Set this bit to 1 in direct-sound FIFO transfer mode.

DMA(1,2)CNT_H [d08] Source Address Control Flag Control of the source address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. 11 is a prohibited code. When the Game Pak Bus has been set to the source address, make sure you select increment.

DMA(1,2)CNT_H [d07] Destination Address Control Flag Control of the destination address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. A setting of 11 causes an increment to be carried out and then a reload(returned to setting at start of transfer) is done after every transfer is completed. However, when in direct sound FIFO transfer mode, the destination address is fixed and unrelated to the setting.

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12.3 DMA 3

DMA 3 provides memory access between the Game Pak bus and internal memory of the main unit, or between different areas of internal memory of the main unit. 1) Source Address Specifies the source address using 28 bits. The area 00000000h-0FFFFFFFh (internal memory of main unit and Game Pak memory area) can be specified.

Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value 0D4h DMA3SAD_L W 0000h

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 0D6h DMA3SAD_H W 0000h

2) Destination Address Specifies the destination address using 28 bits. The area 00000000h-0FFFFFFFh (internal memory area of main unit and Game Pak memory area) can be specified.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Initial Attributes Value 0D8h DMA3DAD_L W 0000h

Address Register Attributes Initial 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 0DAh DMA3DAD_H W 0000h

3) Word Count Specifies the number of bytes transferred by DMA 3, using 16 bits. The number can be specified in the range 0001h~FFFFh~0000h (when 0000h is set, 10000h bytes are transferred). Thus, in 16-bit data transfer mode, up to 10000h x 2=20000h bytes can be transferred, and in 32-bit data transfer mode, up to 10000h x 4=40000h bytes can be transferred.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Initial Attributes Value 0DCh DMA3CNT_L W 0000h

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4) DMA Control

Initial- Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value 0DEh DMA3CNT_H R/W 0000h

Destination Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Increment/Reload after Transfer

Source Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Prohibited Code DMA Repeat 0: OFF 1: ON DMA Transfer Type 0: 16-bit Transfer 1: 32-bit Transfer

Game Pak Data Request Transfer Flag 0: Disable(Normal) 1: Enable

DMA Start Timing 00: Start Immediately 01: Start in a V-blank Interval 10: Start in an H-blank Interval 11: Synchronize with display and start Interrupt Request Enable Flag 0: Disable 1: Enable

DMA Enable Flag 0: OFF 1: ON

DMA3CNT_H [d15] DMA Enable Flag A setting of 0 disables DMA. A setting of 1 enables DMA, and after the transfer is completed the source and destination registers are restored to their last values. [Note] Delay of 2 waits will occur before DMA is activated after this flag is set. Accessing DMA related registers during this time may cause a DMA malfunction. Do another process or insert a dummy load command instead..

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DMA3CNT_H [d14] Interrupt Request Enable Flag Enables an interrupt request to be generated when DMA transfer of the specified word count has been completed. No request is generated with a setting of 0; a request is generated with a setting of 1. DMA3CNT_H [d13 - 12] DMA Startup Timing The timing of the DMA transfer can selected from the following options.

Setting DMA Startup Timing 00 Start Immediately 01 Start During a V-blanking Interval Starts at the beginning of a V-blanking interval (approximately 4.993 ms). 10 Start During a H-blanking Interval Starts at the beginning of a H-blanking interval (approximately 16.212 µs). If this accompanies OAM access, the H-blanking interval must first be freed of OBJ display hardware processing periods. (See “5 Image System”.) 11 Synchronize with display and start. Synchronize with start of H-Line rendering during a display interval and start.

DMA3CNT_H [d11] Game Pak Data Request Transfer Flag Should normally be set to 0. When set to 1, DMA transfer is performed in response to a data request from the Game Pak. [Note] A Game Pak that supports this transfer mode is required in order to use it. In addition, it cannot be used at the same time as a Game Pak interrupt.

DMA3CNT_H [d10] DMA Transfer Type Sets the bit length of the transfer data. With a setting of 0, the data are transferred by DMA in 16-bit (half-word) units. With a setting of 1, the data are transferred by DMA in 32-bit (word) units.

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DMA3CNT_H [d09] DMA Repeat With the DMA repeat function set to ON, if V-blanking or H-blanking intervals are selected as the timing of DMA startup, DMA is restarted when the next startup condition occurs (a V-blank or H-blank). In this mode, restarting will continue as long as the DMA enable flag is not set to 0. When the DMA repeat function is set to OFF, DMA halts as soon as the amount of data specified by the value in the word-count register has been transferred. However, in Game Pak data request mode do not use the repeat function.

DMA3CNT_H [d08] Source Address Control Flag Control of the source address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. 11 is a prohibited code. When the Game Pak Bus has been set to the source address, make sure you select increment.

DMA3CNT_H [d07] Destination Address Control Flag Control of the destination address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. A setting of 11 causes an increment to be carried out and then a reload (returned to setting at start of transfer) is done after every transfer is completed.

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Display Synchronization DMA

This function is used to transfer frame data from peripheral equipment, such as a camera, to a frame buffer in BG mode 3. Since BG mode 3 has only one frame buffer, this function is designed so that the next frame data transfer will not overwrite the current screen data that is displayed.

When transferring one (1) frame of data composed of 240 x 160 pixels with 32,768 colors (16-bit/pixel), use the following settings:

§ Word count register -Word count :The number of transfers per horizontal line (For 32-bit DMA transfer, set to 78h). § DMA control register -DMA repeat :1

You can enable this DMA anytime. Set the DMA enable flag to 1 after making the above settings. If the DMA enable flag is 1 when the V count value is 162, DMA transfers will be executed in the next frame. Synchronizing with the horizontal line, DMA, which transfers the "word count" data per horizontal line, will be executed 160 times, from line 2 to line 161. Data is always DMA transferred to the frame buffer address located 2 horizontal lines before the line being drawn, so currently displayed graphics will never be affected by transferred data. When the V count value becomes 162, the DMA enable flag is reset to 0 automatically and the DMA stops. If the DMA enable flag is cleared manually, there is a possibility of a malfunction. Always wait until the DMA enable flag is reset to 0.

Although the DMA repeat flag is ON, this DMA will be disabled after the transfer of 1 frame's worth of data. Therefore, it is necessary to re-enable the DMA enable flag for every frame to be transferred.

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12.4 DMA Problems: How to avoid them.

With DMA transfer it is possible to synchronize with H-blank, V-blank, Direct sound (DMA1,2), and Display (DMA3) (DMA repeat). However, there are some problems with this function as discussed below.

With a DMA repeat, the DMA begins when the start trigger is sent. When the word count's data transfer is finished, DMA stops is repeated.

If the DMA enable flag is cleared by the CPU at the same time as the DMA start trigger, the DMA locks up. Therefore, be careful when stopping the DMA during a DMA repeat.

1) When the DMA repeat function is not used. The DMA automatically stops after it has been executed one time, so do not clear the DMA enabled flag with the user program until it becomes 0.

2) When the DMA repeat function is used. Maintain a spacing of 4 clocks or more between the DMA start trigger and the timing to clear the DMA enabled flag by the CPU. For example, it is possible to stop the DMA safely by clearing an enabled flag before the next start trigger is sent by using an interrupt that occurs at the end of the DMA. When this method cannot be used, stop the DMA as shown below.

2-1) How to stop DMA repeat in H-blank and V-blank mode.

DMA is not in progress and the DMA start trigger is not sent during the V-blank. Therefore, you can clear a DMA enable flag safely. If this method cannot be used, follow the procedures shown below.

1.Write the following settings in 16-bit width to the DMA control register. -DMA enabled flag : 1 (Enabled) -DMA start timing : 00 (Start Immediately) -Data request transfer flag of the Game Pak side: 0 (Disabled) (DMA3 only) -DMA repeat : 0 (OFF) -Other control bits : No change

2.Run a process for 4 clocks or more. Example: (Three NOP commands or one LDR command) + the 1st clock of the STR command using the following procedure (Section 3) makes 4 clocks total. (Data is actually written at the 2nd clock of the STR command.)

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3.Write the following settings in 16-bit blocks to the DMA control register and stop the DMA.

-DMA enabled flag : 0 (Disabled) -DMA start timing : 00 -Data request transfer flag of the Game Pak side : 0 (DMA3 only) -DMA repeat : 0 -Other control bits : No change

*Note Please note that the DMA may be started one extra time due to procedure 1 above.

2-2) How to stop a DMA repeat in the Direct Sound FIFO Transfer mode.

1.Write the following settings in 32-bit blocks to the DMA control register and Word count register.

-DMA Word count register - Word count : 0004h

-DMA control register - DMA enabled flag : 1 (Enabled) - DMA start timing : 00 (Start immediately) - DMA transfer type : 1 (32 bit transfer mode) - DMA repeat : 0 (OFF) - Destination address control flag : 10 (Fixed) - Other control bits : No change

However, when the value of the DMA word count register is already set to 0004h, the procedure is executed by writing in 16-bit width to the DMA control register. *

It is possible to disable the next repeated DMA by setting the DMA to start immediately; however, Direct Sound FIFO Transfer mode will be cancelled so that the value of the Word count register will be used. Therefore, the value of the Word count register needs to be set to 0004h.*

Similarly, the setting of destination address control flag will be used, so the value of 10 (destination address fixed) needs to be set, too.*

*We recommend that the transfer type, destination address control flag, and the word count are initially set to the above setting. (i.e., transfer type = 1, destination address control flag = 10, and word count = 0004h).

2.Run a process of 4 clocks or more. Example: (Three NOP commands or one LDR command) + the 1st clock of the STR command by the following procedure (3) equals a total of 4 clocks. (Data is actually written at the 2nd clock of the STR command.)

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3. Write the following settings in the 16-bit width to the DMA control register and stop the DMA

- DMA enabled flag : 0 (Disabled) - DMA start timing : 00 - DMA transfer type : 1 - DMA repeat : 0 - Destination address control flag : 10 - Other control bits : No change

* Note Please note that the DMA may be started one extra time due to procedure 1 above.

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13 Communication Functions AGB provides the following five functions.

1. 8-bit/32-bit normal communication function The use of Game Link cable for the previous DMG/MGB/CGB is prohibited for normal communication. It is possible to communicate at 256KHz and 2MHz with peripheral equipment that does not use cables.

Always set the communication speed at 256KHz when performing normal communication using an AGB Game Link Cable. Communication cannot be done properly at 2MHz. Also, please note it will be a one-way communication due to cable connection of multi-play communication.

Due to differences in voltage, communication with DMG/MGB/CGB is not possible. Similarly, communication with previous DMG/MGB/CGB compatible hardware (pocket printer, etc.) which connects to an extension connector is not possible.

2. 16-Bit Multi-player Communication Function This multiple/simultaneous communication function uses UART system to enable communication of up to 4 AGB units. A special cable for Multi-player communication is necessary.

3. UART Communication Function Enables high-speed communication by UART system.

4. General Purpose Communication Function Enables communication by any protocol through direct control of the communication terminal.

5. JOY Bus Communication Function Enables communication using Nintendo’s standardized Joy bus.

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Selecting Communication Function All the communication functions use an external expansion 6-pin connector. Communication functions are switched by the communication function set flag of the communication control register RCNT (2-bit) and the communication mode set flag of the serial communication control register SIOCNT (2-bit), which are described later.

RCNT SIOCNT Communication Functions d15 d14 d13 d12 General Purpose 1 0 ** JOY Bus 1 1 ** 8-Bit Serial 0 * 0 0 32-Bit Serial 0 * 0 1 16-Bit Serial 0 * 1 0 UART 0 * 1 1 (* ... any) Do not change or reset a communication mode during communication, as this may cause a communication malfunction.

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When changing communication modes, change only the communication mode flag first. Do not start a communication at the same time the mode is changed. This may cause a malfunction.

Even if you think you have set different bits of same register separately using the C language, sometimes they are optimized by a compiler and changed to codes that are set simultaneously. When this happens, attach the type qualifier, volatile, in order to prevent optimization.

Example: *(volatile unsigned short int*)REG_AGB =0x8000; /*REG_AGB:register name*/ *(volatile unsigned short int*)REG_AGB = 0x0040;

If communication is not finished (SIO interrupt does not occur) after a certain period of time, or if there is a communication error after retries, enter another communication mode once and then re-enter the communication mode once again. By doing this, the communication circuit will be reset.

[Cautions for Communication Function] For communication, take into consideration a case in which unexpected data is received. Be careful so that a lock up, destruction of saved data, or malfunction do not occur. (Example: To permit cancellation of communication by pressing a key.)

The following situations are examples of communication problems. -When a peripheral device that is not supported is connected -When different software is connected to other device -When the communication mode is different from the other device -When the AGB Game Link cable is connected incorrectly

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13.1 8-Bit/32-Bit Normal Serial Communication Serial transfer sends/receives simultaneously. If data is set in the data register and the serial transfer is started, received data is set in the data register when the transfer is complete. Connecting during normal serial communication Master Slave

SI SI SO SO SD SD SC SC

Master (internal clock mode) will output the shift clock from SC terminal. SD terminal will become an input terminal with pull-up.

In the case of a slave(external clock mode), SC terminal will become an input terminal with pull-up. SD terminal will go to LO output.

The set data will be left-shifted by the falling of the shift clock, and will be output from the SO terminal in order starting from the most significant bit. The data input from SI terminal will be input to the least significant bit with the rising of the shift clock. SIO Timing Chart

The above figure illustrates 8 bit communication. In 32 bit communication, the shift clock sends and receives 32 bits of data.

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8 bit Normal Serial Communication Data Register 8-bit transfer mode uses SIODATA8 as a data register. The upper 8-bits will become disabled. (This data register is used for 16 bit multi-play communication as well.)

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 12Ah SIODATA8 R/W 0000h

32-bit Normal Serial Communication Data Register 32-bit transfer mode uses [120h:SIODATA32_L] and [122h:SIODATA32_H] as data registers.(These data registers are used for 16-bit multi-player communication also.) The most significant bit will be d15 in the register SIODATA32_H, and the least significant bit will be d0 in the register SIODATA32_L.

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SIODATA 120h Data 0 R/W 0000h 32_L

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Initial Attributes SIODATA Value 122h Data 1 R/W 0000h 32_H

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Control Register When Register RCNT (d15) = (0), the mode will be 8-bit normal serial communication mode by setting to Register SIOCNT (d13, d12) = (0,0), and the mode will be 32-bit normal serial communication mode by setting to SIOCNT (d13, d12) = (0, 1).

Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value 128h SIOCNT 0 R/W 0000h

Shift Clock Selection 0: Use external clock as receiver 1: Use internal clock as sender

Internal Shift Clock Selection 0: 256 KHz 1: 2 MHz

Transfer enable flag receive

Transfer Enable Flag Send 0: Enable Transfer 1: Disable Transfer Start Bit 0: No Serial Transfer 1: Start Serial Transfer (reset when finished) Transfer Length Set Flag 0: 8-bit Transfer 1: 32-bit Transfer

Interrupt Request Enable Flag 0: Disable 1: Enable

SIOCNT [d14] Interrupt Request Enable Flag If 0 is set, an interrupt request will not be made. If 1 is set, an interrupt request will be made immediately after transfer is complete. SIOCNT [d12] Transfer Length Setting Flag Sets bit length of transfer data. If 0, 8-bit transfer is carried out. If 1, 32-bit transfer is carried out. SIOCNT [d07] Start Bit With a setting of 1, a serial transfer starts. The bit is automatically reset after transfer completion.

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SIOCNT [d03] Transfer Enable Flag Send A setting of 0 enables transfer; 1 disables it. This flag is output from the SO terminal until the start of a transfer. When the transfer starts, serial data are output from the SO terminal.

SIOCNT [d02] Transfer Enable Flag Receive It is possible to read the status of SI terminal (transfer-enable flag transmitting of the other party's hardware) before communication starts. It becomes invalid after communication has started.(receive data bit during communication is reflected.)

SIOCNT [d01] Internal Shift Clock Selection If 0, 256KHz is selected for the shift clock. If 1, 2MHz is selected for the shift clock.

SIOCNT [d00] Shift Clock Selection If 0, an external clock is used as a shift clock. (slave) The external clock is input by the SC terminal from another hardware unit. SD terminal will go to LO output. If 1, an internal clock is used as a shift clock. (master) The internal clock is output from the SC terminal, and SD terminal will be in the pull-up input status.

[Cautions for Normal Serial Communications] The shift clock should be selected before the start bit of the SIOCNT register is set. Extra shift operations may result if the serial transfer is started before or at the same time as the shift clock is selected. Do not use a value of the transfer enable flag receiving bit for SIOCNT register while the start bit of SIOCNT register is being set. (Because it transforms to a receiving data bit that is being communicated.) The 8 bit transfer mode is compatible in terms of modes with DMG/CGB, but the voltage with the communication terminal varies. Therefore, communication between AGB and DMG/CGB is not possible. Using a Game Link cable for DMG/MGB is prohibited in normal serial communication mode. It is possible to communicate at 256KHz and 2MHz with peripheral equipment that does not use a cable.

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Always set a communication speed at 256KHz when performing normal communication with the AGB Game Link cable. Communication cannot be done properly at 2MHz. Also, please note it will be a one-way communication due to cable connection of multi- play communication

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Normal Serial Communication Flow(Example)

Set (0) in (d15) of Register RCNT

Set (0,0) or (0,1) in (d05,d04) of Control Register SIOCNT

Set transfer data

Set (1) in (d03) of Control Register SIOCNT

Yes Communicate as the Master? No

Select internal clock with Register SIOCNT and Select external clock with select Cable Communication Register SIOCNT 256KHz or Special Hardware 2MHz for the frequency.

No

Is (d02) in Register Set (0) in (d03) of Register SIOCNT, (0)? SIOCNT

Yes

Set Start Flag for Register Set start flag for Register SIOCNT and wait for SIOCNT external clock input

Start Flag for Register SIOCNT is reset. If the Interrrupt Request Enable Transmit(Receive/Send) Flag is set, an interrupt Transmit(Receive/Send) End request is generated End

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13.2 16-Bit Multi-player Communication AGB enables multi-player communication between up to 4 units using a special cable. Depending on the connection status, 1 unit is established as the master and transfers data to slaves in order, one after another.

Connection Status during Multi-player Communication Master First Slave Second Slave Third Slave

SI SI SI SI SO SO SO SO SD SD SD SD SC SC SC SC

In multi-player communication mode the SC and SD become pull-up input terminals. Immediately following a reset or in another communication mode, LO is output from the SD terminal. Once the SD terminal becomes HI, you can tell that all connected terminals have entered multi-player communication mode. The SI terminal is in pull-up input, but due to the multi player AGB Game Link cable it becomes pull-down. Thus, once all of the terminals are in multi-player mode, the terminal that is LO input to the SI terminal becomes the master. The terminal that is HI input to the SI terminal becomes the slave. If you set the start bit of Register SIOCNT of the master, the data registers SIOMULTI0, SIOMULTI1, SIOMULTI2, and SIOMULTI3 of the master are initialized to FFFFh. Additionally, the “SYNC signal” (LO level) is output from the SC terminal. At the same time, the “Start bit” (LO level) is output from the SD terminal. Next, the data from Register SIOMLT_SEND is output and a "“Stop bit” (HI level) is output. After this is done, the master makes the SD terminal become pull-up input, and LO is output from the SO terminal. Each slave detects the “SYNC Signal” output from the master and initializes all of the data registers (SIOMULTI0, SIOMULTI1, SIOMULTI2, and SIOMULTI3) to FFFFh. The data output from the master is stored in the master and each slave’s SIOMULTI0 register. If LO is input to the SI terminal of the slave which was connected immediately following the master, a “Start bit” (LO level) is output from the SD terminal. Next, data from Register SIOMLT_SEND is output, and lastly a “Stop bit” (HI level) is output. After this, the SD terminal goes to pull-up input and LO is output from the SO terminal.

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At this point, the data output from the first slave is stored in the master and each slave’s SIOMULTI1 Register. In this way, each slave is sent and all transmissions are carried out. In the following situations the master produces a “SYNC Signal” (pull-up input after the output of a 5 cycle HI interval of source oscillation) and the transmission ends: 1. After the master outputs its own “Stop bit”, the next “Start bit” is not input after a certain period of time. 2. After a “Stop bit” is received from the first or second slave, a “Start bit” is not input after a certain period of time. 3. A “Stop bit” is received from the third slave.

Once the transmission ends, the received data is stored in each of the data registers (SIOMULTI0, SIOMULTI1, SIOMULTI2, and SIOMULTI3). If there is a terminal that is not connected the initial data FFFFh is stored.

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Multi-player Communication Timing Chart

Set Communication Mode

Master

SD 0 1 - F 0 1 - F 0 1 - F Master Data Primary Slave Data Secondary Slave Data

SC

Interrupt Request

SI (Sent to GND with Communication Cable)

SO

Primary Slave

SD 0 1 - F 0 1 - F 0 1 - F

SC

Interrupt Request

SI

SO

HI View of Terminal Status Input Output Input LO

Multi Player AGB Game Link cable Connecting Diagram

Small Large Connector Connector

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Data Registers The data send is stored in the Register SIOMLT_SEND.

Address Register Attributes Initial 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SIOMLT_ 12Ah R/W 0000h SEND

After multi-play communication is finished, a send data of Master is in SIOMULTI0. Send data of First slave, Second slave, and Third slave are in SIOMULTI1, SIOMULTI2, and SIOMULTI3 respectively.

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SIO 120h Data 0 R/W 0000h MULTI0

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SIO 122h Data 1 R/W 0000h MULTI1

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SIO 124h Data 2 R/W 0000h MULTI2

Address Register Attributes Initial 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SIO 126h Data 3 R/W 0000h MULTI3

Data Transition Diagram

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Control Register If you set Register SIOCNT (d13,d12) = (1,0) when Register RCNT (d15) = (0), you will go to 16-bit multi-player communication mode.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attribute Initial s Value 128h SIOCNT 01 R/W 0000h

Baud Rate 00: 9600bps 01: 38400bps 10: 57600bps 11: 115200bps

SI Terminal

SD Terminal

Multi-player ID Flag 00: Master 01: 1st Slave Interrupt Request Enable Flag 10: 2nd Slave 11: 3rd Slave 0: Disable 1: Enable Communication Error Flag 0: Normal 1: Error

(Master) Start Bit/ (Slave) Busy Flag 0: No transfer 0: Free 1: Start transfer 1: Busy

SIOCNT [d14] Interrupt Request Enable Flag When set to 0, no interrupt request is generated. When set to 1, an interrupt request is generated upon the completion of multi-player communication.

SIOCNT [d07] Start Bit/Busy Flag 1)Master(d00 is 1) When set to 0, no data is transferred. When set to 1, a data transfer is started. Upon completion of data transfer, it is automatically reset. [Caution] Due to individual differences in AGB hardware, there is an error in timing of interrupt occurrence. Always use a timer when sending, and be sure to have enough intervals of communicable minimum send interval + 600 clock (interrupt occurrence error guarantee value).

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2)Slave(d00 is 0) Set during input of transmit start bit (LO source oscillation cycle × 3 (approx. 180ns)), and reset when transfer is complete.

SIOCNT [d06] Communication Error Flag The communication status can be confirmed at the end of a communication. (During communication, it is not reflected properly.) If the status for this bit is 0, there is no error. If it is 1, it means an error has occurred. This error flag is automatically set in the following situations: - The SI Terminal does not become LO during the interval when the “SYNC signal” is being input(the master is outputting). Example: When connected to the fifth slave or after that, or when the previous slave is not connected.

- The stop bit for the receive data is not HI(Framing Error) However, communication continues even when an error occurs, and invalid data is stored in SIOMULTI0-SIOMULTI3. Confirm error flags when communicating so there are no problems created in case of an incorrect cable connection.

SIOCNT [d05 - 04] Multi-player ID Flag When multi-player communication ends, an ID code will be stored which specifies the order that each particular machine was connected. Confirm ID code when communicating so there are no problems created in case of an incorrect cable connection.

SIOCNT [d03] SD Terminal The status of the SD Terminal can be read. If all of the connected terminals enter multi-player communication mode, it becomes HI status.

SIOCNT [d02] SI Terminal The status of the SI Terminal can be read. When all of the connected terminals are in multi-player communication mode, this shows that the terminal which is LO input to the SI terminal is the master. HI input means that it is a slave. Prior to communication starting, it is not possible to determine the number order of a particular slave.

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SIOCNT [d01 - d00] Baud Rate Sets the communication baud rate.

Setting Baud Rate 00 9600 bps 01 38400 bps 10 57600 bps 11 115200 bps

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Multi-player Communication Flow (Example)

Set (0) in (d15) of Register RCNT

Set (1,0) in (d12,d13) of Control Register SIOCNT

Set transfer data

No

Either there is an improper Is (d03) of Register connection due to the Multi- play Cable, or the other SIOCNT, (1)? No Yes machine is not in Multi-play mode. Do you want to abort Yes communication?

Is (d02) of Register Yes No SIOCNT, (0)?

Connected as Master Connected as Slave Set start flag for Register Wait for input from master SIOCNT

Communication is started by Output data and obtain data the master and data is from all slaves obtained from other machines. Once this particular slave's number is reached, data is output.

The multi-play ID# is stored in Transmit End(Send/Receive)(d05,d04) of Register SIOCNT Transmit End(Send/Receive)

If the Interrupt Request Enable Flag is set for Register SIOCNT, an interrupt request is generated

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13.3 UART Communication Functions UART communications can be illustrated using the following drawing.

SI SI SO SO SD SD SC SC

In UART communication mode, a HI level is output from the SD terminal. When the receive data register (or the receive FIFO) is full, a HI is output from the SD terminal. When it is not full, a LO is output from the SD terminal if the receive enable flag is set. A HI is output if it is reset. The output of the SD terminal of the other machine is input to the SC terminal. Once data is written to the send data register, data is sent after a “Start bit” (1 bit) is sent from the SO terminal. However, when the CTS flag for the Control Register is set, data can be sent only when there is a LO input to the SC terminal. The Stop bit is a fixed 1 bit. Data Register

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value SIO 12Ah R/W 0000h DATA8

Relations Between Data Register, FIFO, and Shift Register When sending or receiving, there are 4 bytes of FIFO. By using the FIFO enable flag for the control register SIOCNT, you can select whether to use or not use FIFO. When FIFO is not Used If written to a data register SIODATA8, data is written to a send shift register, and if read, data is read from a receive shift register. (Only the lower 8 bits are valid.)

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When FIFO is Used If written to a data register SIODATA8, data is written to a send FIFO. If all the contents of the send shift register are shifted out, data is transferred from a send FIFO to a shift register, immediately. Please note when using this operation, that data is immediately transferred to a shift register when the first data is written to the data register, and the interrupt request condition is met as a send FIFO becomes empty. Also, when read, data is read from a receive FIFO. (Only the lower 8 bits are valid.)

Example: Writing Data Registers

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Control Register If Register SIOCNT (d13,d12) = (1,1) is set when Register RCNT (d15) = (0), you will go to UART communication mode.

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 128h SIOCNT 1 1 R/W 0000h

Baud Rate 00: 9600bps 01: 38400bps 10: 57600bps 11: 115200bps

CTS Flag 0: Send always possible 1: Send possible during LOW input to SC terminal

Parity Control 0: Even parity 1: Odd parity

Send Data Flag 0: Not Full 1: Full

Receive Data Flag 0: Not Empty 1: Empty

Error Flag 0: No Error 1: Error

Data Length 0: 7 bits 1: 8 bits

FIFO Enable Flag 0: Disable 1: Enable

Parity Enable Flag 0: Disable Send Enable Flag 1: Enable 0: Disable 1: Enable

Receive Enable Flag 0: Disable 1: Enable

Interrupt Request Enable Flag 0: Disable 1: Enable

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SIOCNT [d14] Interrupt Request Enable Flag When set to 0, an interrupt request is not generated. When set to 1 and FIFO is invalid, an interrupt request is generated when a communication error occurs or when the transmission(send/receive) ends. When set to 1 and FIFO is valid, an interrupt request is generated when a communication error occurs, when a send FIFO is emptied, or a receive FIFO becomes full.

SIOCNT [d11] Receive Enable Flag Controls the receive enable/disable. If the receive enable flag is set when the receive data register (or the receive FIFO) is not full, a LO is output from the SD terminal, and a HI is output if it is reset. You must first set the receive enable flag and send enable flag to 0 [Disable] before going from UART communication mode to a different communication mode.

SIOCNT [d10] Send Enable Flag Controls the send enable/disable. You must first set the receive enable flag and send enable flag to 0 [Disable] before going from UART communication mode to a different communication mode.

SIOCNT [d09] Parity Enable Flag Controls the parity enable/disable.

SIOCNT [d08] FIFO Enable Flag Controls the send of the 8 bit wide × 4 depth and the receive FIFO enable/disable. When using FIFO, first you need to go into UART mode in a status of 0 [FIFO Disable]. By disabling FIFO in UART mode the FIFO sequencer is initialized.

SIOCNT [d07] Data Length Select data length as 8 bits or 7 bits.

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SIOCNT [d06] Error Flag By referring to this error flag, the status of communication errors can be determined. When it is 0, no errors have occurred. When it is set to 1, an error has occurred. By reading Register SIOCNT, this error flag is reset. Additionally, when there has been an error, the data from the Receive Shift Register is not written to the Receive Data Register. The conditions associated with each error are described below.

ERROR NAME CONDITION Framing Error The receive data stop bit is not 0 Parity Error When parity is enabled, there is an error in the parity for the receive data Overrun Error When FIFO is invalid, if the receive data is not empty (SIOCNT[d05]=0) and next receive has ended (detect stop bit). Or when FIFO is valid, if receive FIFO is full and next communication has ended (detect stop bit).

SIOCNT [d05] Receive Data Flag When set to 0, there is still data present. When set to 1, it is empty.

SIOCNT [d04] Send Data Flag When set to 0, it is not full. After one send operation ends this is reset. When set to 1, it is full. Set during a write of data to the lower 8 bits of the Send Data Register SIODATA8

SIOCNT [d03] Parity Control Switches between even parity and odd parity.

SIOCNT [d02] CTS Flag The SD terminal of the other machine (receive enable/disable) is input to the SC terminal. When set to 0, a send is always possible independent of the SC Terminal. When set to 1, a send is only possible when a LO is being input to the SC Terminal.

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SIOCNT [d01 - d00] Baud Rate Sets communication baud rate.

Setting Baud Rate 00 9600 bps 01 38400 bps 10 57600 bps 11 115200 bps

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13.4 General Purpose Communication By setting (d15, d14 )= (1, 0) for RCNT register, it will change to a general purpose communication mode. In this mode, all of the terminals SI, SO, SC, and SD become pull-up and operate as general purpose input/output terminals. Each of the communication terminals SI, SO, SC, and SD can be directly controlled.

Initial Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Value 134h RCNT SO SI SD SC SO SI SD SC R/W 0000h

Data Bit

Input/Output Selection Flag 0: Set to Input Communication Function Set Flag 1: Set to Output 0*: Serial Communication 10: General Purpose Input/Output Terminal Interrupt Request Enable Flag 11: JOY Bus Communication 0: Disable 1: Enable RCNT [d15 - d14] Communication Function Set Flag When set to 00 or 01, operates as a serial communication(8-bit/16-bit serial communication, multi-player communication, UART communication function) terminal. When set to 10, can be used as a general purpose input/output terminal. When set to 11, can be used as a JOY Bus communication terminal.

RCNT [d08] Interrupt Request Enable Flag When general purpose input/output is set(R[d15,d14]=[1,0]) with the communication function set flag, a 1 causes an interrupt request to be generated with the falling of the SI Terminal(edge detect). When set to 0, no interrupt request is generated.

RCNT[d07 - d04] Input/Output Selection Flag When general purpose input/output is set (R[d15,d14]=[1,0]) with the communication function set flag, a setting of 0 allows the corresponding terminal to be used as an input terminal. A setting of 1 allows the corresponding terminal to be used as an output terminal. [Caution] Always set the SI terminal to an input. If it is set to an output, a problem may occur with some connecting equipment.

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RCNT [d03 - d00] Data Bit When the corresponding terminal is set for input, the status(HI/LO) of the terminal can be confirmed. If the corresponding terminal is set for output, the status of the set bit is output.

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13.5 JOY Bus Communication By setting the communication function set flag to 11 for Register RCNT, JOY Bus communication mode is selected. In JOY Bus communication mode, the SI Terminal is for input, and SO Terminal is for output. SD and SC Terminals go to LO output.

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 134h RCNT 1 1 R/W 0000h

Communication Function Set Flag

JOY Bus Communication Control

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Initial Attributes Value 140h JOYCNT R/W 0000h

Device Reset Signal Receive Flag

Receive Complete Flag

Send Complete Flag Interrupt Request Enable Flag 0: Disable 1: Enable JOYCNT [d05] Interrupt Request Enable Flag When set to 0, an interrupt request is not generated. When set to 1, an interrupt request is generated once a device reset command is received.

JOYCNT [d02] Send Complete Flag Set upon completion of send operation. When this is set, if you write a 1, a reset can be done.

JOYCNT [d01] Receive Complete Flag Set upon completion of receive operation. When this is set, if you write a 1, a reset can be done.

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JOYCNT [d00] Device Reset Signal Receive Flag Set when a device reset command is received. When this is set, if you write a 1, a reset can be done.

Receive Data Register

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value JOY_ 150h Receive Lower Data R/W 0000h RECV_L

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value JOY_ 152h Receive Upper Data R/W 0000h RECV_H

Send Data Register

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value JOY_ 154h Send Lower Data R/W 0000h TRANS_L

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value JOY_ 156h Send Upper Data R/W 0000h TRANS_H

Receive Status Register The lower 8-bits of the receive status register JOYSTAT is returned as the communication status.

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value 158h JOYSTAT R/W 0000h

Receive Status Flag

Send Status Flag

General Purpose Flag JOYSTAT [d05,d04] General Purpose Flag This flag is not assigned. The user can set the use of this flag arbitrarily.

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JOYSTAT [d03] Send Status Flag When an AGB write data signal is received, this is set. If a word read is done with the JOY_RECV Register it is reset. JOYSTAT [d01] Receive Status Flag When a word write is done with the JOY_TRANS Register, this is set. If an AGB read data signal is received it is reset.

JOY Bus Communication Operations AGB JOY Bus communication recognizes four commands sent from the host (DOL, etc.): [Device Reset], [Type/Status Data Request], [AGB Data Write], and [AGB Data Read]. AGB operates based on the particular signal received. The transfer of the bit data for JOY Bus communication is done in units of bytes and in the order of MSB first.

§ [Device Reset] Command(FFh) Received The device reset signal receive flag for Register JOYCNT is set. If the interrupt request enable flag for the same register is also set, a JOY Bus interrupt request is generated.

Direction Order d7 d6 d5 d4 d3 d2 d1 d0 Remarks Receive 1 1 1 1 1 1 1 1 1 Command 255(FFh) 1 0 0 0 0 0 0 0 0 Type Number Send 2 0 0 0 0 0 1 0 0 0400h 3 Lower 8 bits of Register JOYSTAT Communication Status

§ [Type/Status Data Request] Command(00h) Received Returns 2 byte type number(0004h) and 1 byte communication status.

Direction Order d7 d6 d5 d4 d3 d2 d1 d0 Remarks Receive 1 0 0 0 0 0 0 0 0 Command 0(00h) 1 0 0 0 0 0 0 0 0 Type Number Send 2 0 0 0 0 0 1 0 0 0400h 3 Lower 8 bits of Register JOYSTAT Communication Status

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§ [AGB Data Write] Command(15h) Received Receives the 4 bytes of data sent following this command, and stores them in Register JOY_RECV. Once the receive is completed a 1 byte communication status is returned, and the receive complete flag for Register JOYCNT is set. Also, if the interrupt request enable flag for the same register is set, a JOY Bus interrupt request is generated.

Direction Order d7 d6 d5 d4 d3 d2 d1 d0 Remarks Receive 1 0 0 0 1 0 1 0 1 Command 21(15h) 2 Lower 8 bits of receive data Register JOY_RECV_L 3 Upper 8 bits of receive data Register JOY_RECV_L Receive Receive Data 4 Lower 8 bits of receive data Register JOY_RECV_H 5 Upper 8 bits of receive data Register JOY_RECV_H Send 6 Lower 8 bits of Register JOYSTAT Communication Status

§ [AGB Data Read] Command(14h) Received 4 bytes of data stored in Register JOY_TRANS and the 1 byte communication status are sent, and the send complete flag for Register JOYCNT is set. Also, if the interrupt request enable flag for the same register is set, a JOY Bus interrupt request is generated.

Direction Order d7 d6 d5 d4 d3 d2 d1 d0 Remarks Receive 1 0 0 0 1 0 1 0 0 Command 20(14h) 2 Lower 8 bits of send data Register JOY_TRANS_L 3 Upper 8 bits of send data Register JOY_TRANS_L Send Data Send 4 Lower 8 bits of send data Register JOY_TRANS_H 5 Upper 8 bits of send data Register JOY_TRANS_H 6 Lower 8 bits of Register JOYSTAT Communication Status

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13.6 AGB Game Link Cable When communicating between AGB units, the AGB Game Link cable to be used will vary depending upon the type of Game Pak used.

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14 Key Input

14.1 Key Status AGB allows input with the L and R buttons, as well as with START and SELECT, Control Pad, and A and B Buttons. The status of each of these buttons can be checked by reading the individual bits of Register KEYINPUT.

15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Address Register Attributes Initial Value KEY 130h L R DWN UP LFT RT ST SL B A R/W 0000h INPUT

Key Status 0: Input 1: No Input

14.2 Key Interrupt Control When an interrupt is performed for key input, this register enables a target key combination or condition for the interrupt to be specified.

Initial Address Register Attributes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Value

132h KEYCNT L R DWN UP LFT RT ST SL B A R/W 0000h

Interrupt Specification Flag 0: Not Specified Interrupt Request Enable Flag 1: Specified 0: Disable 1: Enable Interrupt Condition Specification Flag 0: Logical Addition (OR) 1: Logical Multiplication (AND)

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14.2.1 Interrupt Conditions Specifies interrupt generation conditions when the interrupt enable request flag is true. The conditions for buttons selected with the key interrupt specification flag can be selected as follows.

1. Logical Addition (OR) Operation The conditions for interrupt request generation occur when there is input for any of the buttons specified as interrupts. 2. Logical Multiplication (AND) Operation The conditions for interrupt request generation occur when there is simultaneous input for all of the keys specified as interrupt keys.

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15 Interrupt Control AGB can use 14 types of maskable hardware interrupts. If an interrupt request signal is received from a hardware item, the corresponding interrupt request flag is set in the IF register. Masking can be performed individually for interrupt request signals received from each hardware item by means of the interrupt request flag register IE.

1) Interrupt Master Enable Register The entire interrupt can be masked. When this flag is 0, all interrupts are disabled. When 1, the setting for interrupt enable register IE is enabled.

Adderess Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value 208h IME R/W 0000h

Interrupt Master Enable Flag

2) Interrupt Enable Register With the interrupt enable register, each hardware interrupt can be individually masked.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value

DMA DMA DMA DMA Timer Timer Timer Timer 200h IE 3 2 1 0 3 2 1 0 H V R/W 0000h

Rendering Blank V Counter Match

Timer

Serial Communication/General Purpose Communication/JOY Bus Communication/ UART Communication DMA Key

Game Pak(DREQ/IREQ)

By resetting the bit, the corresponding interrupt can be prohibited. Setting this to 1 enables the corresponding interrupt.

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3) Interrupt Request Register When an interrupt request signal is generated from each hardware device, the corresponding interrupt request flag is set in the IF Register.

Address Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 AttributesInitial Value DMA DMA DMA DMA Timer Timer Timer Timer 202h IF 3 2 1 0 3 2 1 0 H V R 0000h

Rendering Blank

V Counter Matching Timer

Serial Communication/General Purpose Communication/JOY Bus Communication/UART Communication DMA Key

Game Pak(DREQ/IREQ)

If a 1 is written to the bit which the interrupt request flag is set in, that interrupt request flag can be reset

[Cautions regarding clearing IME and IE] A corresponding interrupt could occur even while a command to clear IME or each flag of the IE register is being executed. When clearing a flag of IE, you need to clear IME in advance so that mismatching of interrupt checks will not occur.

When multiple interrupts are used When the timing of clearing of IME and the timing of an interrupt agree, multiple interrupts will not occur during that interrupt. Therefore, set (enable) IME after saving IME during the interrupt routine.

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15.1 System-Allocated Area in Work RAM Controlling interrupts entails, along with clearing the IF register and setting the IE register, first writing an interrupt jump address at addresses $7FFC-$7FFF (total of 32 bits; see figure below) in the system allocated area of Work RAM. Processing is executed in 32-bit mode for the user interrupt. To return control from the interrupt routine to the user program, the instruction “BX LR” is used.

32 bit

03007FFC Interrupt Address

03007FF8 Allocated Interrupt Area * Check Flag 03007FF4 Allocated Area

03007FF0 Sound BufferAddress

Allocated Area

03007FE0 LR_SVC (formerly IBPC) SP_svc R12 R11 System Call Stack (4 words/1 time) SPSR_SVC (formerly CPSR)

03007FA0 LR_IRQ (formerly PC) SP_irq R12 R3 Interrupt Stack (6 words/1 time) R2 R1 R0

03007F00 SP_usr User Stack

* Specify where to return for SoftReset( ) System Call If 0h:08000000h If not 0h:02000000h

By changing each CPU Mode SP Initial-value, they can be set to an arbitrary memory map.

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15.2 Interrupt Operation The user can arbitrarily define the Interrupt Processing Routine, but as a general rule, the Monitor ROM handles this processing. For further details on each register, please refer to “ARM7TDMI Data Sheet”. 15.2.1 Normal Interrupt 1) If an interrupt occurs, the CPU enters IRQ mode and control shifts to the Monitor ROM. In Monitor ROM, save each register (R0~R3, R12, LR_irq (former PC)) to the Interrupt Stack. The total is 6 words. Next, call the user interrupt processing set up in 03007FFCh. Commands called from the monitor directly must be in 32bit code format.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr 6 WORDS SP_svc SP_irq

03007F00 03007FA0 2) User interrupt processing is done (you can reference the cause of the interrupt with the IF Register). Also solve* problems with a stack, if necessary. 3) Restore the registers (total of 6 words) saved to the Interrupt Stack and return to user main processing.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr SP_irq SP_svc

03007F00 03007FA0

*Note Only the interrupt stack is used for normal interrupt processing. Therefore, there is a possibility of stack overflow in some cases. To solve this problem, you can either allocate a larger interrupt stack by moving SP_usr in advance or use user stack for both, by switching the CPU mode to the user mode in user interrupt processing. For the latter method, see the explanation of multiple interrupts that is discussed on the following page.

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15.2.2 Multiple Interrupts

1) If an interrupt occurs, the CPU enters IRQ mode and control shifts to the Monitor ROM. In Monitor ROM, save each register (R0~R3, R12, LR_irq (former PC)) to the Interrupt Stack. The total is 6 words. Next, call the user interrupt processing set up in 03007FFCh. Commands called from the monitor directly must be in 32bit code format.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr 6 WORDS SP_svc SP-irq

03007F00 03007FA0 2) User interrupt processing is done (you can reference the cause of the interrupt with the IF Register). à If multiple interrupts occur, SPSR_irq will be overwritten, so you must save before enabling IRQ.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr 6 WORDS SP_svc SPSR_irq SP_irq

03007FA0 03007F00

à The Stack problem is solved* (CPU mode is changed to user mode with system mode = privilege here.) and IRQ is enabled. à With user interrupt processing, user stack is used because the CPU is in system mode. When calling the subroutine, save LSR_usr as well.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr 6 WORDS SP_svc User Interrupt Processing SPSR_irq SP_usr SP_irq

03007FA0 03007F00

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à When an interrupt occurs, Monitor ROM does the processing (1) again, and loads each register to the interrupt stack.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr 6 WORDS SP_svc User Interrupt Processing SPSR_irq SP_usr 6 WORDS SP_irq 03007FA0 03007F00

àContinue processing (2).

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16 Power-Down Functions

16.1 Stop Function Stop Function Summary During periods when the LCD display is not done and CPU processing is not considered essential you can reduce power consumption greatly if used efficiently. The content of each type of RAM are maintained. Implementing Stop 1) Implementation of Stop Mode AGB is placed in stop mode by executing the system call [SWI <3>] instruction (Stop( ))

2) Canceling Stop Mode

If the corresponding flag of the interrupt enable register IE is set for various interrupt requests of Key, Cartridge, and SIO (general purpose communication mode only), this mode will be canceled.

[Remarks] Canceling stop status requires a brief wait until the system clock stabilizes.

System Working Status in Stop Mode The working status of each block of the AGB system during a stop is shown in the following table.

Block Working Status AGB-CPU X Wait status resulting from wait signal LCD Controller X Stopped because no clock provided* Sound X Stopped* Timer X Stopped Serial Communication X Stopped Key X Stopped System Clock X Stopped Infrared Communication X Stopped

*Note The LCD controller stops so turn OFF the LCD display before entering Stop Mode. Sound stops in Stop Mode, therefore noise may result.

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16.2 Halt Function Halt Function Summary During periods when CPU processing is not considered essential you can reduce power consumption if used efficiently. Halt Transition Method 1. Transition to Halt Mode AGB is placed in halt mode by executing the system call [SWI <2> instruction (Halt( )). AGB enters Halt status. 2. Cancel Halt Mode Halt is canceled when the interrupt enable register IE’s corresponding flag is set with any type of interrupt request. System Working Status in Halt Mode The working status of each block of the AGB system during a semi-stop is shown in the following table.

Block Working Status AGB-CPU X Wait status resulting from wait signal LCD Controller Normal operation Sound Normal operation Timer Normal operation Serial Communication Normal operation Key Normal operation System Clock Normal operation

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17 AGB System Calls Please refer to the AGB System Call Reference Manual for AGB system calls.

17.1 System Call Operation 17.1.1 Normal Calls

1) When an argument is required for the system call used, after writing to registers R0-R3 call the monitor ROM system call with the “SWI”. The CPU mode changes to Supervisor Mode. 2) Save the registers, SPSR_svc (formerly CPSR), R 11, R12, LR_svc (formerly PC) to the system call stack with the monitor ROM.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr SP_irq 4 WORDS SP_svc

03007F00 03007FA0

3) Switch from CPU mode to system mode. Call the IRQ disable flag with monitor ROM. The previous status will continue. 4) Save the R2 and LR_usr registers to the user stack. Other registers will be saved with each system call.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr SP_irq 4 WORDS R2 Save with each SP_svc System Call SP_usr 03007F00 03007FA0

5) Complete processing using each system call.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr SP_irq 4 WORDS SP_svc

03007F00 03007FA0

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6) Return value to registers R0, R1, and R3, in cases where a system call provides a return value, and then return to the user program.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr SP_irq SP_svc

03007F00 03007FA0

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17.1.2 Multiple Calls 1) When an argument is required for the system call used, after reading to the registers, R0-R3, call the monitor ROM system call with the “SWI”. 2) Save the registers, SPSR_svc (formerly CPSR), R12, LR_svc (formerly PC) to the system call stack with the monitor ROM.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr SP_irq 4 WORDS SP_svc

03007F00 03007FA0 3) Switch from CPU mode to system mode. The status of the IRQ Disable Flag prior to the call is kept in System ROM. The previous conditions will be continued. 4) Save the R2 and LR_usr registers to the user stack. Other registers will be saved with each system call.

Usr Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr SP_irq 4 WORDS R2 Save with each SP_svc System Call SP_usr 03007F00 03007FA0 5) Interrupt occurs while executing system call.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr 6 WORDS 4 WORDS R2 Save with each SP_irq SP_svc System Call SP_usr 03007F00 03007FA0 6) User interrupt processing is done. (You can reference the cause of the interrupt with the IF Register.) The CPU mode is changed to System Mode (User Mode with privilege) in order to solve the problem with stacks (to reference interrupt processing).

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr 6 WORDS 4 WORDS R2 Save with each SP_irq SP_svc System Call User Interrupt Processing 03007F00 03007FA0 SP_usr àIf System Call occurs during User interrupt processing, the System Call is called using Multiple Calls.

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7) Monitor ROM does the system call operation (1), and loads to the system call stack.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr 6 WORDS 4 WORDS R2 Save with each SP_irq 4 WORDS System Call User Interrupt SP_svc Processing 03007F00 03007FA0 SP_usr

8) Switch the CPU Mode to System Mode (privileged user mode). 9) Monitor ROM does the same operation as (3), and loads to the user stack.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr 6 WORDS 4 WORDS R2 Save with each SP_irq 4 WORDS System Call User Interrupt SP_svc Processing LR_usr R2 Save with each System Call SP_usr 03007F00 03007FA0

10) Complete processing with each system call.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr 6 WORDS 4 WORDS R2 Save with each SP_irq 4 WORDS System Call User Interrupt SP_svc Processing 03007F00 03007FA0 SP_usr

11) Return value to registers R0, R1, and R3, in cases where a system call provides a return value, and then return to the user interrupt processing.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr 6 WORDS 4 WORDS R2 Save with each SP_irq SP_svc System Call User Interrupt Processing 03007F00 03007FA0 SP_usr

©1999 - 2001 Nintendo of America Inc. 168 D.C.N. AGB-06-0001-002B4 AGB Programming Manual AGB System Calls

12) Complete the user interrupt processing and return to the previous system call.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 LR_usr SP_irq 4 WORDS R2 Save with each SP_svc System Call SP_usr 03007F00 03007FA0

13) Complete processing with each system call.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr SP_irq 4 WORDS SP_svc

03007F00 03007FA0 14) Return value to registers R0, R1, and R3, in cases where a system call provides a return value, and then return to the user program.

USR Stack IRQ Stack SVC Stack 03007F00 03007FA0 03007FE0 SP_usr SP_irq SP_svc

03007F00 03007FA0

©1999 - 2001 Nintendo of America Inc. 169 D.C.N. AGB-06-0001-002B4 AGB Programming Manual ROM Registration Data

18 ROM Registration Data

As with software for CGB, it is necessary to register information about the game in the program area for AGB software.

0 1 2 3 4 5 6 7 8 9 A B C D E F

8000000h Start Address

8000010h Nintendo Logo Character Data (8000004h ~ 800009Fh)

8000020h

80000A0h Game Title Game Code

80000B0h 96h Reserved Area

Device Type Mask ROM Reserved Maker Code Main Unit Code Version Number Area Complement Check

Start Address Store the 32-bit ARM command “B”. Nintendo Logo Character Data The Nintendo logo/character data, which is displayed when the game is started, is stored here. The Monitor ROM checks this data at start-up, therefore always store the data provided by Nintendo. Game Title Store the Game title in this area. Game Code Store the Game Code provided by Nintendo in this area. Maker Code The Maker Code, determined by the "maker" of the software and Nintendo, is stored here. 96h Store the fixed code "96h". Main Unit Code Store the code for the hardware on which the software is intended to run.

©1999 - 2001 Nintendo of America Inc. 170 D.C.N. AGB-06-0001-002B4 AGB Programming Manual ROM Registration Data

Device Type Store the type of device that is installed in the Game Pak. If there is a 1 Mbit flash DACS (Debugging And Communication System) (=custom 1Mbit flash Memory with security and patch functions) in a Game Pak, set the most significant bit to 1. Otherwise it is reset. Other bits are system allocated area. Mask ROM Version No. Store the ROM version number here. Complement Check The 2’s complement of the total of the data stored in address 80000A0h ~ 80000BCh plus 19h is stored in this location. Reserved Area This is a system allocated area. Set this area to 00h.

©1999 - 2001 Nintendo of America Inc. 171 D.C.N. AGB-06-0001-002B4